Fuat Can Köseoğlu - Senior Software Engineer. Notes on Unity, agent workflows and the tooling I build at Codeturion.
Unity's official skills repo does not take external PRs yet, so I am sharing mine directly. These are the skills I use in my own daily Unity work. Built and refined over long development cycles on…
The Problem AI coding agents waste most of their context window on code they don't need. When an agent needs to know "what methods does GameModeManager have?", it runs Grep to find the file, then…
Claude Code stores each session as a JSONL at ~/.claude/projects/<encoded-cwd>/<session-id>.jsonl. The file is single-user by design: it has absolute paths to the producer's working tree, encoded…
When you add AI to your Unity workflow, you gain speed. You also gain a new failure mode: confident hallucinations. Wrong method signatures. Deprecated classes used without warning. Missing using…
A hash table feels fast because it jumps to one bucket right away. That speed depends on each key landing in its own bucket. A collision happens when two different keys land in the same bucket and…
Maybe you have seen study cards with a question on the front and the answer on the back. They repeat the same list: arrays read in O(1), hash tables search in O(1), balanced trees take O(log n), and…
Your board feels smooth in the editor, then runs at lower frame rates on device. Why? You often copy the grid every time you look at it. Those "classic" helpers run for every scan: Allocate a new…
Keep singletons stateless or keep them out. What went wrong • PR smell: GameManager.Instance.CurrentUser mutated by six controllers; side effects everywhere. • Drift: Week 1 stateless config → Week 2…
Jokes aside—keep functions pure; let the orchestrator handle sequencing. What went wrong? • PR smell: PhysicalDamageStrategy.Calculate() asks Magic what it would do and queries Poison for stack…
Your city builder runs perfectly in Unity's editor. You build for mobile and it becomes a slideshow. The killer? Something you'd never suspect. The Problem: Invisible Struct Copying • Many Unity…
PR smell: PlayerRepository.CreatePlayer() now needs six services and sends notifications. Your repository (repo) just graduated from data access to orchestration and side effects. • Month 1: Clean…
PR smell: PlayerDTO.EquipItem() now needs three services and even saves itself. • Month 1: Clean PlayerDTO (Username, Level, Health) • Month 2: “Let’s add EquipItem() for convenience.” • Month 3:…
Welcome to LINQ's deferred execution - the scale-dependent performance trap. You're building an RPG inventory system. Players collect loot, items need complex scoring for rarity/power calculations,…
The C# Interview Question That Reveals Your Version! "What's the difference between abstract class and interface?" If you answered "interfaces can't have implementation," you’re missing some modern…
• Abstractions make code maintainable, but in performance-critical paths, their costs add up fast. In hot loops, every nanosecond matters The Hidden Cost of Indirection • Every interface, virtual…
Many devs think GameObjects contain components — but under the hood, Unity’s system is far more sophisticated (and performance-sensitive) Repeated GetComponent<T>() calls trigger a native lookup each…
Short-circuit evaluation is a fundamental behavior of logical operators (&& and ||) where evaluation stops as soon as the final result is determined: AND (&&) Operator: • If any condition is false,…
That's right - string concatenation in a loop doesn't just perform poorly, it creates quadratic (O(n²)) growth in both time and memory allocations that can bring your application to its knees. Why…
This is your Unity heap at game start: ███████████████████ This is your Unity heap after 5 minutes: █░░█░█░░░░█░█░░█░█░░░█░ Those gaps? They're why your game stutters. Memory Profiler shows 1.5GB…