Alexander Larsen
@alexanderlarsen.bsky.social
330 followers 110 following 89 posts
Unity XR & Indie Game Dev from Copenhagen Currently remaking Tails, a VR Snake-like I made with a friend in 2016. Nobody asked for a remake, but we're doing it anyway and it'll be much better this time 🤷🏻‍♂️ alexanderlarsen.com #GameDev #IndieDev #VR #XR
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🐉 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
I'm looking forward to this one!
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
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
Tell me about it. Nothing like updating ancient projects and watching all the dependencies explode 😬
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
a man sitting at a desk with a dell computer
ALT: a man sitting at a desk with a dell computer
media.tenor.com
This looks trippy in the best way!
Thanks a lot! Really glad you like it :)
🐉 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
🎨🧊 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
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
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
Thank you! Basically yes, it's rigged 3D models moving along a spline drawn by the controller :)
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
I like that idea! Any ETA on release?
Looks fun! It gives me Endless War vibes. I loved those games back in the... 2000s I think?
Saneject link for the curious. It's so new that Google hasn't indexed the repo yet github.com/alexanderlar...
I will let you know how it goes!
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
Yep, same here! Zenject is powerful but for simpler projects, there is just too much ceremony. Feel free to reach out if you got questions, find bugs or have any suggestions
It might sound annoying and boilerplate-y but the tools actually generate the player proxy with just two clicks and interface forwarding is taken care of by a source generator.
The beta release includes a small demo game, that also has an instantiated enemy prefab referencing the player. The game also uses proxies for references between scenes. Feel free to check it out!