SCRAPS

Dev Notes

Unity3D Dev Notes

The articles below are technical Unity3D write-ups on subjects that came up directly during the development of Scraps: Modular Vehicle Combat, covering vehicle effects, object pooling, AI navigation, basic networking, and rendering performance. Each one has been checked and rewritten against Unity's current APIs rather than reproduced as-is, since some of the original techniques predate features like the built-in object-pooling API and newer rendering pipelines. They're aimed at developers working through similar problems, not at readers following the game's story, which lives in the History section instead.

Most of these topics started as ordinary devlog posts written by Scraps' developer while he was solving a specific, unglamorous problem: vehicle parts leaving skid trails that looked right, AI opponents that could actually find their way across a battle map, projectiles that didn't allocate a fresh object every time a weapon fired. None of that made for exciting screenshots, which is probably why the posts ended up being read mostly by other Unity developers rather than by players following the game itself. That's still who this section is written for.

Frequently Asked Questions

Are these the original Scraps devlog posts?

No. Each article is new editorial writing on the same subject, verified against current Unity APIs and documentation, rather than a reproduction of the developer's original first-person posts.

Which Dev Notes article should I read first?

The skidmark effect and object pooling articles are the most self-contained starting points; the multiplayer and navmesh pieces assume a bit more familiarity with Unity's component system.

Do these techniques still work in current Unity versions?

Yes, with the caveat noted on each page: some of the original approaches, like manual object pooling or CPU-side dynamic batching, have since been replaced by native Unity APIs, and the articles cover both the old and current approach where it matters.

Why does a vehicle combat game's devlog cover general Unity techniques?

Vehicle-combat games surface a specific mix of problems, moving parts, projectile-heavy combat, AI opponents on uneven terrain, that happen to be common to a lot of other genres too, which is part of why these particular write-ups kept getting linked to by unrelated Unity projects over the years.

Who originally wrote about these Unity techniques?

Bill Borman, the New Zealand-based developer who built Scraps largely alone, wrote most of the original devlog posts these subjects are drawn from, including two longer pieces later published in full on Game Developer.