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UNIREXCITY / ENGINEERING AN ECOSYSTEM

Move a character.
Follow the engineering.

Character states, shared packages, and the pipelines that bring them together.

Development Team Lead · Apr 2022 — May 2025
At a glance

What this work solves.

Unity architecture, technical leadership, shared tooling, automated testing, and delivery pipelines.

Problem
Keep character behavior, shared packages, quality checks, and release work coherent across a growing Unity product.
My contribution
Led development while building shaders, editor tools, tests, shared packages, and GitLab CI/CD pipelines.
Result
Shared systems connect character workflows, reusable code, automated checks, and release pipelines across the product.
Try the interactive demo

Drive a character-state playground, run a pipeline, and trace the shared packages.

01 Character controller
Preparing the character…
CONTROLLER PLAYGROUNDMixamo X Bot · simplified physics
IdleGroundedvᵧ 0.0
01 / MOVE02 / CROUCH03 / JUMP
← → move · Space jump · C crouch · drag to orbit
Change the rulesDraft 01
2.5
5.3

02 FROM SOURCE TO DELIVERY

A change has
somewhere to go.

Inspect the build, follow its artifacts, and see how application and content reach their destinations.

Interactive pipeline simulation
DEMO REVISION / 01speed 2.5 · jump 5.3 · jump enabledReady
prepare → build → application + contentbuild → distribution

Choose a job to inspect its inputs, outputs and dependencies.

Application and Addressables have separate delivery jobs.Timings are illustrative.

03 SHARED FOUNDATIONS

Build the system.
Use it across worlds.

Select a package to trace where it is used. Then explore what each project adds around those shared foundations.

PACKAGESCONSUMING PROJECTS

Connections from the inspected Unity package manifests. City’s controller is shared architecture, rather than a package connection shown here.

AROUND THE CORE SYSTEMS

The Hunt

A game assembled from shared systems, with its own movement rules, content and progression. The same state contract supports specialized runner behavior.

  • Running, jumping, rolling and flying states
  • Power-ups, destructible obstacles and object pooling
  • Configurable missions, rewards and stamp-card progression
  • Custom transition-map and data editors

BEHIND THE EXPERIENCE

Tools that make the
whole team faster.

01

Controller tooling

Transition-map editor, state inspectors and movement modules make behaviors configurable in the Unity Editor.

02

Character pipeline

Rig remapping, clothing templates, hidden-face removal, prefab generation and asset validation support repeatable character preparation.

03

Rendering systems

Custom shaders, stable animated decals, texture packing and GPU texture composition support tattoos, scars and clothing designs.

04

Delivery tooling

GitLab CI definitions, Unity build scripts, artifacts, cache setup, environment-specific jobs and separate Addressables delivery connect development to releases.

About this experience. A Three.js adaptation of selected systems from the original Unity projects. Movement, collisions and transitions use simplified browser algorithms. Pipeline playback is a simulation based on the archived GitLab configurations. It does not run Unity builds or publish changes to the original projects.

The inspected configurations include test templates; this page does not present them as verified active release gates. Package connections reflect the inspected manifests. The demo uses Mixamo’s X Bot and animation clips from the Three.js examples, with adapted jump and crouch poses. The character illustrates the controller and is not an Unirexcity asset. Character credit: Adobe Mixamo ↗

Unity / C#URP & custom shadersAddressablesCinemachineSmartFoxServer / JavaTypeScript / ExpressMongoDBGitLab CI/CD

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