System.Initialize();

Sniveler Code

High-Performance Unity Architecture & Tooling. Specializing in DOTS, ECS, and zero-allocation systems.

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public IEnumerable Portfolio()

Burst Navigation ECS

Burst Navigation ECS

In Progress AI / DOTS / ECS

A blazing-fast, zero-allocation pathfinding system for Unity ECS.

AI Behavior Architect

AI Behavior Architect

Pending $69.99 DOTS / ECS

Pure DOTS / ECS Behavior Trees. Professional AI behavior logic with zero-allocation performance.

GPU Animation Entities PRO

GPU Animation Entities PRO

Published $49.99 Burst

High-performance GPU-based animation system for Unity Entities. Professional tier with advanced features.

Advanced Audio Dispatcher

Advanced Audio Dispatcher

Published $34.99 ECS Audio

Pure ECS wrapper for native FMOD in Unity DOTS. Ultra-fast, zero-GC, Burst-compiled 3D audio with async occlusion.

GPU Animation Entities

GPU Animation Entities

Published Free ★ 4.0 (7)

Render thousands of animated characters with full Burst and Job System support. Free core version.

Audio Dispatcher for DOTS

Audio Dispatcher for DOTS

Published Free ECS Audio

Lightweight bridge for Unity DOTS to control standard AudioSources within ECS systems without performance overhead.

public struct Philosophy : IComponentData

I build "Performance by Default" tools. My development philosophy is rooted in Data-Oriented Design (DOD) and strict memory management.

Whether it's managing thousands of entities in a simulation or writing custom C# code generators, every line of code is optimized for the Burst compiler. No visual trash, no unnecessary allocations—just raw speed and clean architecture.