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Alexander Larsen

@alexanderlarsen.bsky.social
498 followers 233 following 121 posts

Unity Engineer saneject.dev & other weird stuff #GameDev #IndieDev #Unity3D #XR alexanderlarsen.com

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Alexander Larsen @alexanderlarsen.bsky.social · 26/07/2026
Saneject (Unity edit-time DI) now runs on Unity 6000.4 and 6000.5 ✅ Unity changed some APIs in these versions, which tripped Saneject up. Now patched on my end, so it works across 2022.3.12 → 6000.5.5. 🔗 saneject.dev 📦 Update via UPM #Unity3D #GameDev #Saneject
saneject.dev
Saneject: Dependency injection the Unity way
Inject dependencies in the Unity Editor, not Play Mode. No runtime container. No startup cost. No hidden wiring. No weird lifecycles. Just simple, deterministic edit-time DI that works with Unity,…
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Alexander Larsen @alexanderlarsen.bsky.social · 26/06/2026
Stares at my code. Says nothing. Looks like that #GameDev #IndieDev #Unity3D #ShowMeYourRubberDucks
A cream-colored rubber duck designed to look like a pug, with floppy dark ears and a flat dark beak, sitting on a desk in front of a mechanical keyboard and a monitor showing code.
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Alexander Larsen @alexanderlarsen.bsky.social · 23/05/2026
Unity can't serialize references between scenes and prefabs. That often leads to workarounds like singletons or Find calls at runtime. Saneject handles this with serializable runtime proxies that swap to the real instance at startup. #Saneject #Unity3D #GameDev #IndieDev
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Alexander Larsen @alexanderlarsen.bsky.social · 18/05/2026
Dependency issues in Unity often show up late and can be tricky to trace. Saneject DI surfaces everything in the Editor in one pass, with detailed logs and a clear summary. Faster feedback, easier debugging. #Saneject #Unity3D #GameDev #IndieDev
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Alexander Larsen @alexanderlarsen.bsky.social · 17/05/2026
As your Unity project grows, dependency management gets messy fast. Saneject lets you run edit-time DI across your whole project in one go. Inject scenes and prefabs, get per-item logs and a final summary. Catch issues before play. #Saneject #Unity3D #GameDev #IndieDev
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Alexander Larsen @alexanderlarsen.bsky.social · 16/05/2026
With Saneject, you are not locked into one way of wiring dependencies. Bind from scenes, prefabs, or assets, and filter exactly what gets injected using a simple, fluent C# API. Flexible enough for real projects. #Saneject #Unity3D #GameDev #IndieDev
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Alexander Larsen @alexanderlarsen.bsky.social · 11/05/2026
Unity does not serialize interfaces, which makes DI and code in general awkward. Saneject (edit-time DI) has a fix for that. Mark interfaces with [SerializeInterface] to serialize them and show up in the Inspector. No wrappers, no hacks #Saneject #Unity3D #GameDev #IndieDev
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Alexander Larsen @alexanderlarsen.bsky.social · 10/05/2026
Saneject is edit-time DI for Unity that works with how you already write code. Fields, properties, interfaces, collections, even method params. Just mark what you need and inject in the Editor. #Saneject #Unity3D #GameDev #IndieDev
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Alexander Larsen @alexanderlarsen.bsky.social · 09/05/2026
Runtime DI in Unity often means extra lifecycle, hidden wiring, and errors showing up in Play Mode. Saneject moves that work to the Editor. Errors surface earlier, wiring is visible, and startup stays close to normal Unity. #Saneject #Unity3D #GameDev #IndieDev
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Alexander Larsen @alexanderlarsen.bsky.social · 04/05/2026
Unity DI sounds complex, but Saneject makes it pretty simple: 1. Mark fields with [Inject] 2. Add bindings in a scene or prefab Scope 3. Click Inject in the Editor Everything is now injected in the Editor and ready for play mode. #Saneject #Unity3D #GameDev #IndieDev
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Alexander Larsen @alexanderlarsen.bsky.social · 03/05/2026
Unity code often ends up with slow Find/GetComponent calls, null checks, and hidden deps. It works but gets messy fast. Saneject is edit-time DI that helps keep your classes cleaner and easier to reason about. #Saneject #Unity3D #GameDev #IndieDev
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Alexander Larsen @alexanderlarsen.bsky.social · 02/05/2026
I released Saneject a few weeks ago. It is a Unity DI framework that injects in the Editor, not Play Mode. Dependencies are serialized, visible in the Inspector, and ready when the game starts. No runtime container. No startup cost. #Saneject #Unity3D #GameDev #IndieDev
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Alexander Larsen @alexanderlarsen.bsky.social · 01/05/2026
Saneject 1.1.0 is out 📦 Turns out binding qualifiers in a DI framework have more edge cases than I care to admit. This release tightens [Inject("id")], fixes ToTarget<T> for inherited/nested targets, and makes ambiguous bindings fail loudly as expected.
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Alexander Larsen @alexanderlarsen.bsky.social · 16/04/2026
When your framework launch day coincides with a global Bluesky outage
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Alexander Larsen @alexanderlarsen.bsky.social · 16/04/2026
Saneject 1.0.0 is finally out after 9 months and a full rewrite. Open source editor-time DI for Unity. Inject in the Unity Editor, not Play Mode. No runtime container, no startup cost, no weird lifecycle. Full deck: saneject.dev/slides #Saneject #Unity3D #GameDev #IndieDev
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Alexander Larsen @alexanderlarsen.bsky.social · 12/04/2026
Saneject 1.0.0 is getting close. If nothing weird turns up, I should ship it next week 👀 #Saneject #Unity3D #GameDev #IndieDev
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Alexander Larsen @alexanderlarsen.bsky.social · 27/03/2026
Nobody likes writing tests. Nobody fully trusts AI. But AI writing tests (with supervision) is hard to argue with. This would've taken all spring to type out manually, instead of 5 evenings. 345 and counting. Watching these go green is satisfying ✅ #Saneject #Unity3D #GameDev
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Alexander Larsen @alexanderlarsen.bsky.social · 20/03/2026
The final boss before Saneject 1.0.0: 338 legacy tests vs a completely rewritten architecture with new assumptions. When this is done, 1.0.0 ships after 10 months in the making 🚀 #Saneject #Unity3D #GameDev #IndieDev
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Alexander Larsen @alexanderlarsen.bsky.social · 18/03/2026
Simplified Saneject's injection controls. Basic actions now live in Unity's main toolbar, while the surgical context-filtered options are tucked away in context menus for advanced workflows. Cleaner surface, lighter UX, same power when needed. #Saneject #Unity3D #Unity #GameDev
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Alexander Larsen @alexanderlarsen.bsky.social · 15/03/2026
Saneject is getting real docs soon. The README can finally stop pretending it was a docs site this whole time. I've been building a proper DocFX site for 1.0.0 with everything there is to know about the framework. Excited to share it soon. #Saneject #Unity3D #GameDev #IndieDev
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Alexander Larsen @alexanderlarsen.bsky.social · 30/01/2026
Spent today writing a new Scope Inspector for the Saneject rewrite. Shows context + hierarchy (scope-only mirror of transform hierarchy, with other contexts grayed out), quick navigation to scope GameObjects, and shortcuts for various injection modes #Saneject #Unity3D
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Alexander Larsen @alexanderlarsen.bsky.social · 28/01/2026
Small dev update: I've been deep in Saneject recently. Tails isn't dead though, just paused for a bit to focus on one project at a time. Once Saneject 1.0.0 is shipped, I'll be back on the VR snake 🐉 #TailsVR #Saneject #Unity3D #GameDev #IndieDev
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Alexander Larsen @alexanderlarsen.bsky.social · 16/01/2026
Working on an experimental graph/phase-based Saneject architecture to replace the current before 1.0.0: build graph, validate, resolve, inject, log. Same DI rules, but a very different system underneath that's easier to maintain and extend. Looking forward to sharing it soon!
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Alexander Larsen @alexanderlarsen.bsky.social · 17/12/2025
Saneject 0.21.0 beta is out. I thought I was this close to shipping 1.0.0. Found a minefield of context isolation edge cases instead 😬 So I rewrote the context isolation system. Scenes, prefab assets/instances, now totally siloed (optionally). #Saneject #Unity3D #GameDev
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Alexander Larsen @alexanderlarsen.bsky.social · 29/11/2025
Saneject 0.19.0 is out. The new batch injector is finally stable after lots of late night hacking. Dependency inject your entire Unity project at edit time in one click. Fast, predictable and quite the time-saver 🔗 github.com/alexanderlar... #Unity3D #Saneject #GameDev #IndieDev
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Alexander Larsen @alexanderlarsen.bsky.social · 17/11/2025
Final feature before Saneject 1.0.0: a project wide batch injection window that injects all or selected scenes/prefabs in one click with full summary. Easily one of the most useful additions and a huge time saver once projects grow #Saneject #Unity3D #DependencyInjection
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Alexander Larsen @alexanderlarsen.bsky.social · 29/10/2025
Haven't posted about Saneject in a while, but I've been busy improving APIs, UX, inspectors, workflows, and binding tools + testing it in Tails. It’s come a long way! New v0.17.0 adds method injection ([Inject] on methods) and more. 🔗 github.com/alexanderlarsen/Saneject #Unity3D #Saneject
github.com
GitHub - alexanderlarsen/Saneject: Dependency injection the Unity way.
Dependency injection the Unity way. Contribute to alexanderlarsen/Saneject development by creating an account on GitHub.
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Alexander Larsen @alexanderlarsen.bsky.social · 17/10/2025
Made an auto player for faster testing. Who needs players when the game can play itself? #TailsVR #GameDev #IndieDev #Unity #VR #VRDev #MadeWithUnity #IndieGameDev #Debugging
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Alexander Larsen @alexanderlarsen.bsky.social · 16/10/2025
Trying to track down a dragon head jitter bug that doesn’t really show in the video - but it’s haunting me in VR. #SendHelp #GameDev #Unity #VR #IndieDev #MadeWithUnity #VRDev #Debugging #IndieGameDev
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Alexander Larsen @alexanderlarsen.bsky.social · 10/10/2025
Spent all day patching the recent Unity security vulnerability in Saneject, WordBaby, and a bunch of old itch.io games that no one plays. Thanks for the productive day, Unity! #Unity3D #GameDev #IndieDev
media.tenor.com
a man sitting at a desk with a dell computer
ALT: a man sitting at a desk with a dell computer
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Alexander Larsen @alexanderlarsen.bsky.social · 07/10/2025
🐉 Tails (VR Snake) Dev Log #5. Back with a big under-the-hood change: now powered by Saneject, my editor-time DI framework for Unity. No more GetComponent chaos or fragile drag and drop. Clean DI structure with inspector visibility. #TailsVR #Saneject #GameDev #Unity3D #VR #XR
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Alexander Larsen @alexanderlarsen.bsky.social · 09/09/2025
🎨🧊 Smashy Cubes. Made a silly Unity prototype for a job test that didn’t work out. Fling cubes, watch them shatter into hundreds of fragments, then get guilt-tripped by a robot vacuum into cleaning. Play here 👉 alexanderlarsen.itch.io/smashy-cubes #GameDev #Unity3D #IndieDev #PhysicsChaos
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Alexander Larsen @alexanderlarsen.bsky.social · 21/08/2025
Had enough of Unity’s half-serialized, half-GetComponent dependency spaghetti creeping into every class? 🍝🙅🏻‍♂️ Saneject injects dependencies at editor-time: clean API, declarative rules, full Inspector visibility. No runtime container, no second lifecycle. #Unity #GameDev #IndieDev #OpenSource
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Alexander Larsen @alexanderlarsen.bsky.social · 18/08/2025
Unity AAA demo: green bean chases red bean. OK it looks awful, but it's actually a learning demo that ships with Saneject (Unity editor-time DI). Catch beans, learn DI! 🏷️ v0.9.0 beta 🧩 Unity 2022.3.12f1 → 6.2 🔗 github.com/alexanderlarsen/Saneject #Unity #Unity3D #GameDev #IndieDev #OpenSource
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Alexander Larsen @alexanderlarsen.bsky.social · 14/08/2025
Saneject - Unity editor-time DI for serialized fields and serialized interfaces - now supports Unity 2022.3.12f1 and up. 225 automated tests on six Unity versions run on every git push. Zero manual testing before 1.0.0 release. I’ll sleep better now. #Unity #Unity3D #GameDev #IndieDev #OpenSource
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Alexander Larsen @alexanderlarsen.bsky.social · 04/08/2025
⚙️ Saneject v0.7.0 update is out. Easy Unity DI with zero runtime overhead or second lifecycle. Injects dependencies in-editor into serialized fields (yes, interfaces too). Now with collection injection, advanced filtering, 225 unit tests, and more! #Unity #GameDev #IndieDev #DI #OpenSource #XR
github.com
GitHub - alexanderlarsen/Saneject: Dependency injection that feels native to Unity. Resolve your dependencies in the Editor. No runtime container, no surprises.
Dependency injection that feels native to Unity. Resolve your dependencies in the Editor. No runtime container, no surprises. - alexanderlarsen/Saneject
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Alexander Larsen @alexanderlarsen.bsky.social · 08/07/2025
Planning to get back to work on Tails soon 🐉 Got a bit sidetracked improving the architecture… and accidentally built a full open source DI system instead. Saneject actually started as a small thing for Tails, so now I get to really battletest it. #Unity3D #GameDev #IndieDev #VR #Saneject #TailsVR
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Alexander Larsen @alexanderlarsen.bsky.social · 07/07/2025
Introducing Saneject → Dependency injection that feels native to Unity. Editor-time resolution, no runtime container, no surprises. Clean, easy to use, Inspector-friendly, with serialized interfaces! Beta out now → github.com/alexanderlar... #Unity3D #GameDev #IndieDev #MadeWithUnity #OpenSource
github.com
GitHub - alexanderlarsen/Saneject: Dependency injection that feels native to Unity. Resolve your dependencies in the Editor. No runtime container, no surprises.
Dependency injection that feels native to Unity. Resolve your dependencies in the Editor. No runtime container, no surprises. - alexanderlarsen/Saneject
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Alexander Larsen @alexanderlarsen.bsky.social · 23/05/2025
🐉 Tails (VR Snake) Dev Log #4! Tails is back from dev vacation with Quest Mixed Reality passthrough, firework-style dragon deaths, left/right hand support, controller visual fixes, UI dialog system #TailsVR #GameDev #VR #XR #VRDev #IndieGame #MixedReality #Unity3D #MetaQuest #DevLog #MadeWithUnity
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Alexander Larsen @alexanderlarsen.bsky.social · 17/05/2025
Working on a VR Snake game called Tails, where the snake is a dragon🐉 It can get quite long if you're good! In development for Meta Quest and SteamVR. Follow for dev logs & updates #TailsVR #ScreenshotSaturday #VR #XR
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Alexander Larsen @alexanderlarsen.bsky.social · 17/05/2025
🐉 Adjusted a float, now the dragon is in a long-distance relationship with its own body #TailsVR #BugOfTheDay #VRDev #VR #GameDev #Unity3D #MadeWithUnity
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Alexander Larsen @alexanderlarsen.bsky.social · 01/05/2025
Built this stealth action top-down shooter prototype in 2023, inspired by MGS: VR Missions. Dropped it on itch.io for free recently. Try it if you're feeling sneaky. Case study & #itchio link: alexanderlarsen.com/case-studies... #gamedev #indiedev #unity3d #stealthgame #topdownshooter #madewithunity
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Alexander Larsen @alexanderlarsen.bsky.social · 24/04/2025
🐉 Tails (VR Snake) Dev Log #3: Items bounce off your tail now, UI finally looks sharp-ish (after 12hrs of failing, just scaled it down by 0.5, lol), play space reset, improved spawns, less cursed code (allegedly). Slow week but a few nice improvements #VRDev #GameDev #TailsGame #Unity3D #IndieGame
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Alexander Larsen @alexanderlarsen.bsky.social · 19/04/2025
🐉Tails (VR Snake) Dev Log #2 is here. Quest 2+ support, two game modes (zen, time attack), new pick ups & traps, leaderboards, VR UI, insane performance with Unity Jobs + Burst, and more. Follow for more dev logs! #Tails #GameDev #VRDev #VR #Unity3D #DevLog #IndieGame #IndieDev #MadeWithUnity
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Alexander Larsen @alexanderlarsen.bsky.social · 18/04/2025
Follow and stay tuned for Tails Dev Log #2 this weekend, featuring the dragon in real VR gameplay, two game modes, and more. #VRDev #IndieDev #GameDev #MadeWithUnity #DevLog #TailsVR #Tails
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Alexander Larsen @alexanderlarsen.bsky.social · 03/04/2025
Tails Dev Log #1: VR dashboard UI. Built in Unity with UGUI, MVC, Figma, and the great "Flex UI" flexbox plugin by gilzoide. Leaderboards, achievements, user management, mode/environment selection, music UI, JSON saves. #VR #IndieGames #DkGame #Unity3D #GameDev #MadeWithUnity #IndieGames
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Alexander Larsen @alexanderlarsen.bsky.social · 01/04/2025
Shipped a solo Unity UI Toolkit-based Android app for toddlers: WordBaby👶 In early access & looking for English/Danish testers (especially parents)! 👉 play.google.com/store/apps/d... 📘 alexanderlarsen.com/case-studies... #MadeWithUnity #KidsApp #EdTech #SoloDev #GameDev #EarlyAccess #ParentingTech
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Alexander Larsen @alexanderlarsen.bsky.social · 24/03/2025
What started as a Unity job test became Keep Calm and Kill Demons - a small wave-based FPS with procedural levels, enemy AI, and more. Released on itch.io instead of letting it die. Deep dive & playable build: alexanderlarsen.com/case-studies... #GameDev #Unity3D #MadeWithUnity #IndieDev #FPSGame
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Alexander Larsen @alexanderlarsen.bsky.social · 24/03/2025
Working on a remake of my first game, Tails - a VR Snake-like with a flying dragon - for Quest 2+ and PCVR. Optimized by merging 1000s of tail meshes into 1 SkinnedMeshRenderer via Unity Mesh API. FPS jumped from ~25 to 72 #VRDev #GameDev #Unity #IndieGames #MetaQuest #IndieDev
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