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Homesliced Software

Independent Unity tools studio

Game systems, engineered to the frame.

Homesliced Software builds deterministic, tested, dependency-free systems for Unity 6: fighting-game input and rollback netcode, bullet-hell pattern engines, and the tooling that goes with them. Drop them in and spend your time on the game.

Automated tests
1,300+
GC per frame
0 B
C# source
100%

Asset catalog

What we make

Each asset is a focused system with samples, a full manual and its tests. Open one for screenshots, specs and store links.

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How we build

Built like engine code

Our assets come out of real game projects. Before anything ships, it has to pass the same checks we use on our own games.

01 · Determinism

Same inputs, same result

Our simulations run on integer math, so a match or a pattern plays out bit for bit the same in the editor, Mono and IL2CPP. Replays, rollback and tests all depend on that.

02 · Measured

Numbers we can back up

Every performance figure on this site was measured on a mid-range laptop CPU, and we say which one. Hundreds of automated tests ship with each package.

03 · Zero GC

Nothing allocated per frame

The hot paths allocate nothing once a match is running, and the tests check it. Saving and restoring state allocates nothing either.

04 · Yours to change

Full source, no lock-in

You get the full C# source. Cores have no UnityEngine reference, use no third-party libraries, and author their content as plain data.

Questions before you buy?

Ask about compatibility, licensing, or whether an asset fits your project. A real developer reads every email to hello@homeslicedsoftware.com.