Editor settings, entities, resources, C# and exports. Task instructions and the API reference.
Choose a task. Each article specifies the required setup and dependencies.
Blank screens, C# errors, input, collisions and exports.
Avoid unnecessary geometry without losing visible objects to incorrect AABBs.
A runnable example and the boundaries of Output, Remote Inspector, Profiler and managed debugging.
Complete .NET Task and WorkerThreadPool examples: input ownership, main-thread results and exit cleanup.
CPU/GPU, symbols, correct process, sampling/tracing and result comparison.
Separate function cost from waiting, distinguish C# from native profiling and verify the result.
A C# monitor with cached values: seconds, quantity, unique IDs and removal on exit.
A base class to implement debugger plugins.
A class to interact with the editor debugger.
Exposes the internal debugger.
Base class for creating custom profilers.
Distinguish native object counts, detached entities and managed memory.
Loading a resource does not guarantee every rendering variant is ready.
The process shader updates TRANSFORM; the mesh shader reads CUSTOM through INSTANCE_CUSTOM.
Test a specific cause: pixels, geometry, draw submission or first-use material work.
Process selection, recording, sample interpretation and incomplete stacks.
Process selection, repeatable recordings, call trees and measurement limits.
Dev entitlements, signature inspection, .dSYM and attach diagnosis.
A complete project example with two GPU-animation approaches and explicit scope.
A complete C# interval sampler: warmup, mean, p95, maximum and over-budget frames.
Row-packed 3D transforms, 20 floats per instance and grouped-rendering limits.
One mesh, per-instance animation phase and correct culling bounds.
Find empty-path, connection, and physics mismatch causes.
Separate search, map update, and baking costs; measure a query.
News, source code and a direct line to the team.