Blog

Things we've seen that made us start Straylight Code

Alongside the writing we publish our own research: AI coding plans ranked by capability per dollar, every figure dated and sourced.

2026-09-08Article

The MCP and skills stack for Unity, concretely

The MCP and skills stack for Unity in September 2026, concretely: which servers and skills fix the context blind spot, which ones just add control, and why Unity deprecated its own MCP server in favour of a CLI.

Read the article →
2026-09-01Teardown

The Asset Store Frankenstein

Five Asset Store plugins, none aware of each other, fighting for the same GameObjects. When you outsource your architecture to the Asset Store, you outsource your project's lifespan.

Read the teardown →
2026-08-25Article

Unity input not working: the setting that isn't in your code

Unity input that compiles, runs and reads nothing. What Active Input Handling does to your call sites, why mixing the two input systems fails silently, and how to check which backend a project is on.

Read the article →
2026-08-18Teardown

Everything ran at sixty until it left the editor

A Unity lane defence game that held 60fps in the editor and managed 20 on a mid-range phone. Every cause was readable in the code, and nobody had opened the Profiler.

Read the teardown →
2026-08-11Article

Profiling a Unity game written with AI

What the Unity Profiler shows on a codebase AI wrote most of: no single slow function, small allocations spread across every Update, and why a flat frame is the finding rather than the absence of one.

Read the article →
2026-08-06Teardown

The Frozen Project

A Unity roguelite that works but nobody dares touch. The terminal state of vibe coding: when fear replaces development.

Read the teardown →
2026-08-02Teardown

What happens when you architect properly, then let AI fill in the rest

A well-architected Unity game turned over to AI: silent data corruption, broken input, and what the failure patterns teach us.

Read the teardown →
2026-07-28Article

Sorceress review: the AI game tool that picked the right problem

A review of Sorceress, the AI game asset studio: what the 3D, sprite, tileset and audio tools do well, why assets are the part of a game worth generating, and how to get the most out of it.

Read the article →
2026-07-20Article

How to develop an AI game with Unity without building a rewrite

How to develop a Unity game with AI tools and end up with a codebase you can ship: the architecture to put in place first, the rules file to write, and the failures to review for.

Read the article →
2026-07-13Article

Best Unity AI tools: the one capability worth choosing on

Why ranking Unity AI tools by brand name produces a list that is wrong within a quarter, and the one capability that actually predicts how much of the output you will have to undo.

Read the article →
2026-07-05Article

Why your AI-generated Unity code compiles, runs, and doesn't work

Why AI-generated Unity code compiles, runs, and silently doesn't work: the parts of a Unity project a text-based tool cannot see, and the bugs that follow from it.

Read the article →

Book a discovery call

30 minutes. We'll ask about your setup, you'll get honest feedback, and we'll tell you whether we can help, and how.

Book a discovery call

[email protected] · replies within 1 business day