BugLens / SceneLens
Unity editor tooling for finding, documenting, and communicating scene-level issues faster.
- Inspector-first debugging workflow
- Scene context and reproducible issue notes
- Asset Store-ready documentation and support model

Unity tools, C# architecture, performance engineering, and production rescue.
I design and build Unity systems that stay maintainable under real production pressure: tools, rendering experiments, runtime architecture, profiling workflows, mobile constraints, and technical recovery work.
Asset Store direction
The first publisher-facing version of this site should help Unity developers understand what the tools do, what they support, and how they are maintained.
Unity editor tooling for finding, documenting, and communicating scene-level issues faster.
Small, focused tools for teams that need cleaner workflows around debugging, validation, and release checks.
Published products
Vav Labs publishes clean, reliable, ad-free mobile apps and games on Google Play, with a focus on accessibility, family-friendly design, and practical utility.
Engineering proof
Explore signed-distance-field rendering inside Unity URP while keeping the implementation understandable and measurable.
Shader architecture, screenshots, and technical write-up planned.
Investigate CPU/GPU bottlenecks under mobile VR constraints and prioritize changes that protect frame timing.
Before/after timing notes and optimization checklist planned.
Turn a recurring production debugging pain into a clear Unity tool with docs, support boundaries, and product positioning.
Product page, demo flow, and documentation planned.
Design data and runtime systems that can grow beyond prototype code without losing clarity.
Architecture notes and repository links planned.
Technical credibility
URP, rendering constraints, editor tools, runtime architecture, and workflows that do not collapse when projects grow.
Clear boundaries between domain logic, Unity runtime code, services, adapters, and presentation.
Profiling-first work across CPU, GPU, mobile hardware, VR frame budgets, and production constraints.
Stabilizing fragile Unity projects, reducing release risk, and turning prototypes into maintainable code.
Technical notes
V1 starts with planned notes. Each article should be practical, constraint-aware, and based on real Unity production patterns.
A practical boundary-first approach for projects that need to stay testable and readable.
The first rendering and pipeline checks I make before deeper optimization work.
Packaging, documentation, support, and source-protection tradeoffs for tool publishers.
About
I work on Unity systems where maintainability matters: editor tooling, runtime architecture, rendering experiments, optimization workflows, published apps, and production recovery.