Unity architecture, tooling, and whatever else is worth writing down.
A Call of Cthulhu bullet-heaven prototype where the actual point was proving out DOTS/ECS under a strict DI architecture — spatial-grid autotargeting, a contract-first weapon system, and an Editor tool that generates new weapons on a button click.
What's actually done before the first public build: reconnect handling, four working languages, and a round of client/server optimization — GPU instancing, a camera zoom cap, a spatial grid on the server, and what's still on the list for after real players hit it.
No localization package, no translation vendor — just a published CSV and a service that reads it. Here's where that broke: browser caching, a spreadsheet formula that lies to exports, missing CJK glyphs, and an assembly cycle that shouldn't have existed.
On Android, tapping 'Play' locked the screen into fullscreen before the login form even loaded — which meant the keyboard couldn't open. Three wrong guesses and one line in Player Settings later, here's what was actually happening.
A PvP arena snake where the merge rules from 2048 decide who eats whom — and why the whole match logic lives on the server, not in Unity.