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  <title>Unity guides from Digital Software</title>
  <id>https://digitalsoftware.se/unity/guides/</id>
  <link href="https://digitalsoftware.se/unity/guides/" />
  <link rel="self" href="https://digitalsoftware.se/unity/guides/feed.xml" />
  <updated>2026-10-29T00:00:00Z</updated>
  <author><name>Digital Software Publishing</name><uri>https://digitalsoftware.se/</uri></author>
  <entry>
    <title>Unusable playtest bug reports? Capture them inside your Unity game</title>
    <id>https://digitalsoftware.se/unity/guides/playtest-bug-reports-unity/</id>
    <link href="https://digitalsoftware.se/unity/guides/playtest-bug-reports-unity/" />
    <published>2026-10-29T00:00:00Z</published>
    <updated>2026-10-29T00:00:00Z</updated>
    <summary>What a usable playtest bug report contains, where each piece comes from in Unity 6, and how to capture and send it from inside the game, with C# snippets.</summary>
  </entry>
  <entry>
    <title>Which statics survive Enter Play Mode without domain reload in Unity</title>
    <id>https://digitalsoftware.se/unity/guides/statics-survive-play-mode-without-domain-reload/</id>
    <link href="https://digitalsoftware.se/unity/guides/statics-survive-play-mode-without-domain-reload/" />
    <published>2026-10-29T00:00:00Z</published>
    <updated>2026-10-29T00:00:00Z</updated>
    <summary>Why singletons, static events and counters keep stale values when domain reload is off, how to find every static in your project, and how to reset them.</summary>
  </entry>
  <entry>
    <title>What a Unity build needs before it can go on Steam with SteamPipe</title>
    <id>https://digitalsoftware.se/unity/guides/steam-upload-from-unity/</id>
    <link href="https://digitalsoftware.se/unity/guides/steam-upload-from-unity/" />
    <published>2026-10-29T00:00:00Z</published>
    <updated>2026-10-29T00:00:00Z</updated>
    <summary>ContentBuilder layout, app and depot VDFs, SteamCMD and Steam Guard, what to keep out of the depot, a git hash build stamp, and the same upload from CI.</summary>
  </entry>
  <entry>
    <title>Build a headless Unity 6 dedicated server by hand, start to finish</title>
    <id>https://digitalsoftware.se/unity/guides/unity-dedicated-server-build/</id>
    <link href="https://digitalsoftware.se/unity/guides/unity-dedicated-server-build/" />
    <published>2026-10-29T00:00:00Z</published>
    <updated>2026-10-29T00:00:00Z</updated>
    <summary>Unity 6 dedicated server builds by hand: Hub modules, UNITY_SERVER, BuildPlayerOptions, batch-mode launch, idle CPU fix, and one line for CI.</summary>
  </entry>
  <entry>
    <title>Unity stutter from Instantiate and Destroy: when pooling is the fix</title>
    <id>https://digitalsoftware.se/unity/guides/unity-object-pooling-when-and-how/</id>
    <link href="https://digitalsoftware.se/unity/guides/unity-object-pooling-when-and-how/" />
    <published>2026-10-29T00:00:00Z</published>
    <updated>2026-10-29T00:00:00Z</updated>
    <summary>What Instantiate and Destroy cost in Unity, how to confirm with the Profiler that pooling is the fix, and how to use ObjectPool&lt;T&gt; without the usual bugs.</summary>
  </entry>
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