Unity tools, C# architecture, production focus

Vav Labs

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.

Unity URP / RenderGraph
C# architecture
Editor tooling
Profiling and optimization
Mobile / Quest constraints
Published Google Play developer

Asset Store direction

Unity tools built for practical production work.

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.

Concept product

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
In progress

Unity Production Tooling

Small, focused tools for teams that need cleaner workflows around debugging, validation, and release checks.

  • Practical editor UX
  • Low-friction project integration
  • Built for maintenance, not demos

Published products

Public mobile presence on Google Play.

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.

View Google Play

Engineering proof

Case studies shaped around problems, constraints, and decisions.

Rendering architecture

SDF Raymarcher URP

Explore signed-distance-field rendering inside Unity URP while keeping the implementation understandable and measurable.

UnityURPHLSLC#

Shader architecture, screenshots, and technical write-up planned.

Frame budget recovery

Meta Quest VR Performance

Investigate CPU/GPU bottlenecks under mobile VR constraints and prioritize changes that protect frame timing.

UnityQuestURPProfiler

Before/after timing notes and optimization checklist planned.

Editor tooling product

BugLens / SceneLens

Turn a recurring production debugging pain into a clear Unity tool with docs, support boundaries, and product positioning.

Unity EditorC#Tool UX

Product page, demo flow, and documentation planned.

Maintainable systems design

RustyArchive / RavenCap Systems

Design data and runtime systems that can grow beyond prototype code without losing clarity.

C#ArchitectureData workflows

Architecture notes and repository links planned.

Technical credibility

Focused on systems that can be profiled, shipped, and maintained.

Unity Engineering

URP, rendering constraints, editor tools, runtime architecture, and workflows that do not collapse when projects grow.

C# Architecture

Clear boundaries between domain logic, Unity runtime code, services, adapters, and presentation.

Performance

Profiling-first work across CPU, GPU, mobile hardware, VR frame budgets, and production constraints.

Production Rescue

Stabilizing fragile Unity projects, reducing release risk, and turning prototypes into maintainable code.

Technical notes

Short writing for Unity developers who care about shipping.

V1 starts with planned notes. Each article should be practical, constraint-aware, and based on real Unity production patterns.

Planned

How I structure Unity projects that outgrow MonoBehaviour scripts

A practical boundary-first approach for projects that need to stay testable and readable.

Planned

URP performance mistakes I look for first

The first rendering and pipeline checks I make before deeper optimization work.

Planned

How to build a Unity Asset Store tool without exposing source

Packaging, documentation, support, and source-protection tradeoffs for tool publishers.

About

Vav Labs is a technical brand for production-ready Unity work.

I work on Unity systems where maintainability matters: editor tooling, runtime architecture, rendering experiments, optimization workflows, published apps, and production recovery.