Projects

Selected projects.

Each project here was chosen because it represents a real technical problem worth explaining: engine and system constraints, awkward platform behavior, or workflows that benefit from clearer tooling.

Featured Project

unreal-mcp-ue4

Active

UE4.27.2-focused MCP server for practical editor and content workflows.

Built for teams that still ship on UE4.27 and need automation that respects real editor constraints instead of assuming UE5-era APIs.

  • Problem Many Unreal automation examples assume newer engine features, while real projects often stay on UE4.27.2 for years.
  • Why it matters Turns common inspection and content tasks into scriptable MCP-friendly workflows while staying grounded in what stock UE4.27 Python can actually support.
  • UE4.27.2
  • MCP
  • Python Remote Execution
  • Editor tooling

Utility Library

SyncStreamingAssetsLoader

Published

Unity Android helper for synchronous StreamingAssets access.

A focused utility for situations where direct file reads are constrained and teams need a predictable loading path without spreading platform-specific logic across the codebase.

  • Problem StreamingAssets access on Android is awkward because assets are packaged in ways that make direct synchronous reads harder than they look.
  • Why it matters Packages the workaround into a reusable utility so runtime code stays simpler and project code does not need to reinvent the same file-loading edge cases.
  • Unity
  • Android
  • C#
  • Runtime tooling

What gets featured

Projects that expose decision-making

I like projects that show their constraints clearly: why the approach was chosen, what environment it targets, and which compromises were worth making to keep the result useful.

Next layer

Repositories plus context

The repository alone is rarely the whole story. When a project is interesting enough, I pair it with articles or a dedicated page so the architecture and trade-offs remain legible later.