The Deepwave devlog is live
· One min read
This is where the longer write-ups go — the parts of building a tool that do not fit in a store description or a changelog line.
Coming up:
- How the RetroOS browser renders real HTML and CSS inside Unity's UI system — the parser, the CSS cascade, and hit-testing a link in the middle of a wrapped paragraph.
- Reading where a cobweb attaches straight out of the texture's alpha channel — why the artwork already knows where the web is tied, and how Cobweb Weaver turns that into a placement algorithm.
- Writing an FBX file from Unity without the FBX Exporter package — because the format has no four-component UV, and a cobweb vertex carries four.
If you want to be told when these land, the tools index links every package's docs and store page.
