Unity engineering
Runtime systems, editor tooling, and architecture that remains legible after the prototype glow wears off.
01 / Foundations
A Wabi-Sabi approach to engineering.
Production-grade tools, developer systems, and purposeful applications, built with an unhealthy respect for maintenance. Designed by Vav Labs in Turin, Italy.
TURIN, ITALY / COMPUTATIONAL TOPOLOGY RESEARCH / 2026-05-14
Runtime systems, editor tooling, and architecture that remains legible after the prototype glow wears off.
Profiling-first workflows for bottlenecks, regressions, and other facts that dislike opinions.
Documentation and case studies that explain what a tool does before anyone is asked to admire it.
02 / Tools
Commercial Unity tool
Asset Store-readyCommercial Unity Editor tool for bug reports that arrive with evidence instead of folklore.
Product / Coming next
In planning ยท Early access openProduction-grade navigation and tactical pathfinding for Godot 4.x. The infrastructure layer Godot would have if it had been designed for games where movement is gameplay, not a decorative system.
V1 scope is being defined now. The early access list is for indie developers and small studios who want pricing notice before public launch.
View PathForge pagePublic engineering work
01 / tool
ShippedGodot 4 editor plugin that looks for project hygiene problems before they become a small weather system.
02 / tool
LiveA Unity URP rendering experiment where the interesting part is what the frame budget refuses to forgive.
03 / tool
ShippedStreaming encrypted archives for files, folders, and pipelines. Less ceremony, fewer exciting surprises.
Published products
Vav Labs has public mobile releases as well as tools and experiments. Not everything needs a parade, but it should be possible to verify that the software exists.
03 / Case studies
These are compact for now: the problem, the constraint, the tradeoff, and the evidence. The confetti department was not consulted.
01 / study
Rendering architectureSigned-distance-field rendering inside Unity URP, kept close enough to the metal that the profiler can still argue back.
Shader architecture, source, and integration notes available.
Read case study02 / study
Frame budget recoveryMobile VR performance work, where every millisecond has witnesses and none of them are sentimental.
Optimization checklist and capture notes are being prepared from real device work.
03 / study
Editor tooling productTurn the ancient ritual of 'it broke on my machine' into a report with enough context to be useful.
Demo flow and package documentation are being prepared for Asset Store release.
04 / research
Real-time topological analysis engine for dynamic point clouds. Persistent homology and connectivity metrics under a 16ms frame budget, where most TDA algorithms politely decline to participate.
Research notes in preparation.
04 / Blog
Short technical essays on Unity architecture, rendering constraints, commercial tooling, and the quiet decisions that prevent future archaeological digs.
01 / article
Unity architectureA boundary-first approach for Unity projects after the inspector stops being a filing system.
2026-05-12 / 8 min read
Read02 / article
RenderingThe first rendering checks before we blame the engine, the GPU, or the phase of the moon.
2026-05-13 / 9 min read
Read03 / article
Product engineeringPrivate source is fine. Private evidence is where things get awkward.
2026-05-14 / 8 min read
Read05 / Contact
Production-grade tools, developer systems, and long-lived software, built with a Wabi-Sabi approach to engineering and a healthy suspicion of perfect diagrams.
Current work includes diagnostics tooling, rendering experiments, runtime architecture, and computational research. Small pieces, made to survive being used.
Other shipped work
A therapeutic AAC application for children with communication needs. Built over years rather than weeks, and included here as shipped work without pulling its separate audience into an engineering page.