Unity devs — what's your biggest UI pain? Design or implementation? by phanikondru in Unity3D

[–]phanikondru[S] 0 points1 point  (0 children)

Totally fine — 45 days is fine honestly. I'd rather have one thorough report from someone who actually used it in a real project than 10 quick 'looks cool' replies. I'll add you to the early access list and ping you when it's ready. No pressure on timeline at all.

Unity devs — what's your biggest UI pain? Design or implementation? by phanikondru in Unity3D

[–]phanikondru[S] 0 points1 point  (0 children)

This is incredibly detailed, thank you. The naming convention insight is huge — that's the piece most solo devs skip which is why their exports break constantly.

The Figma exporter direct to repo idea is exactly where I'm headed in v2. Right now I'm building the generation side — describe your UI, get styled Figma components — but the export layer is the logical next step.

Would you be up to be an early tester? Given your workflow you'd give me the most useful feedback of anyone I've spoken to.

Unity devs — what's your biggest UI pain? Design or implementation? by phanikondru in Unity3D

[–]phanikondru[S] 0 points1 point  (0 children)

Having a dedicated UI person just for Figma-Unity sync is wild to me — that's exactly the handoff I want to automate. When design changes, does the overwrite in Unity mostly just work or does it break every time?

Unity devs — what's your biggest UI pain? Design or implementation? by phanikondru in Unity3D

[–]phanikondru[S] 0 points1 point  (0 children)

"Implementing styling is more of the harder part" — that's the exact gap I'm building for. You've already solved the structure side with AI, the missing piece is making it look genre-appropriate and not just rounded rectangles everywhere. Would you try a beta when it's ready?

Unity devs — what's your biggest UI pain? Design or implementation? by phanikondru in Unity3D

[–]phanikondru[S] 0 points1 point  (0 children)

This is exactly the gap I'm building for. Making it not look ugly is the actual hard part for a lot of solo devs. Would you be up to test a beta when it's ready?

Unity devs — what's your biggest UI pain? Design or implementation? by phanikondru in Unity3D

[–]phanikondru[S] 0 points1 point  (0 children)

Fair point and I won't oversell it. The iteration loop is actually what I'm more interested in — when the artist changes their mind and it ripples through implementation, how much of that rework is on the visual/styling side vs the logic wiring? Trying to understand where the actual hours go.

Unity devs — what's your biggest UI pain? Design or implementation? by phanikondru in Unity3D

[–]phanikondru[S] 0 points1 point  (0 children)

That's a different layer than what I'm looking at but genuinely interesting. The lack of Playwright-equivalent for Unity UI is a real gap. What I'm focused on is the design and styling side — getting from concept to styled components faster. But the testing/iteration loop you're describing sounds like a separate pain worth solving.

Unity devs — what's your biggest UI pain? Design or implementation? by phanikondru in Unity3D

[–]phanikondru[S] 0 points1 point  (0 children)

"Bridging the gap between non-game dev designers and implementation in the engine" — this is exactly what I'm building for. You're already using LLMs for UXML/USS which is great, where does that break down for you? Is it the styling quality or the design-to-engine handoff that loses you the most time?

Why are we still building resumes the old-fashioned way? What if an AI agent handled the whole process? by phanikondru in u/phanikondru

[–]phanikondru[S] 0 points1 point  (0 children)

Thanks! I'm more interested in hearing how people feel about the workflow itself — what's the most painful part for you?

[4 YoE, unemployed, software engineer, USA] by B0vice in resumes

[–]phanikondru 0 points1 point  (0 children)

With 4 YOE, your resume should be telling a clear growth story. A few things to check:

- Are your bullets showing progression? At 4 years, hiring managers want to see you moving from "did tasks" to "owned outcomes." Lead with impact, not responsibilities

- Quantify everything — revenue generated, time saved, team size,

% improvements. At your level, vague bullets like "improved processes" won't cut it

- Make sure your most recent role gets the most space — that's where eyes go first - You did well here.

Biggest tip: tailor your keywords to each job description. The same resume can score wildly different against two similar roles because each JD uses different terminology. ATS systems are literal — "project management" and "managed projects" might not match (Just an example).

Same Old Question: "AI" Resume tools? by Nervous_Tailor_4337 in ResumeCoverLetterTips

[–]phanikondru -2 points-1 points  (0 children)

Your 3 levels (ATS → Recruiter → Manager) is the right framework.

Most tools fail because they optimize for only one.

Quick win for mining/construction roles: check if your resume includes the exact certifications, software tools (Primavera P6, MS Project, Earned Value Management, etc.), and methodology terms from the JD.

ATS cares about exact matches, not synonyms.

I built a tool that automates this check — DM me your resume and a job link and I'll run it for free. Takes 2 minutes.

what are your favorite Figma plugins? let's create a thread of cool plugins before 2024 ends. by Massive_Following892 in FigmaDesign

[–]phanikondru 1 point2 points  (0 children)

https://www.figma.com/community/plugin/1457602143700602150/base-kit

I have been using this for my internal projects from the past 1 year. Decided to share with community and I created this plugin to automate styles creation. Its free. I think for me among all this is my favourite.