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Soft Crunch details shipping Foxy Dumplings on every platform from one Unity branch

Unity's blog describes how a four-person team builds Foxy Dumplings for PC, consoles and mobile from one project and one branch. The write-up covers architecture, input, profiling, cloud saves and a move to Unity 6.3 LTS.

Digital Developer Desk, 1h ago, 4 min read

Unity published a case study on Foxy Dumplings, a cozy cooking and management game from Soft Crunch Games. The core team is four people, and programmer Grzegorz Wątroba handles all ports, build pipelines and certification. Targets are PC via Steam, GOG, the Epic Games Store and the Microsoft Store, plus Switch 2, Switch, PlayStation 4 and 5, Xbox Series X|S, iOS and Android. The team's rule is that every platform gets the same game from the same commit, with no separate branches.

Gameplay code is shared. Platform code is allowed only where the game talks to the system: saving, accounts, achievements and trophies, cloud sync, DLC checks, system dialogs and photo export. Each of these sits behind an interface, with a facade as the single entry point and a small factory picking the platform provider at startup. Runtime configuration covers most differences, build scripts pass scripting define symbols for cases like stripping Steamworks, and Unity platform defines are the last resort. Builds come from one menu with more than 70 entries, and compile checks run across roughly 40 platform and store configurations.

Scope cuts keep the workload down. The game has no text input fields, so no on-screen keyboards, and it skips hosted or moderated online features and in-game purchases. One PlayStation build runs on both PS4 and PS5. Input uses the Input System with one set of actions and three schemes (gamepad, keyboard and mouse, touch) that switch live. One button-prompt Prefab is used in almost 200 places. On Steam Deck, the touchscreen can appear as a mouse with a left button only, which once made a minigame needing both mouse buttons unfinishable. The team now designs around what a device can produce rather than which device is present.

Profiling happens on target hardware. Kitchen effects had been rendered into a 4K render texture even on lower-resolution displays. Matching the screen resolution and disabling unused HDR and depth textures cut that layer to about 8× fewer pixels on Steam Deck, and the texture from about 32 MB to about 4 MB. For the game's 14 languages, regenerating fallback font atlases at 2048×2048 and adding glyphs in batches before a language switch cut new atlas memory for Japanese from about 48 MB to 4–8 MB per font. Localization data is managed with Addressables, though everything still ships locally.

Saves are one encrypted binary file in the same format on every platform. Sync uses each platform's native cloud save plus Unity Cloud Save, behind one interface with merge logic on top. Merging happens only in the main menu. Console and PC accounts are linked through Unity Authentication code linking, and cross-progression is opt-in. Wątroba says identity, not storage, was the hard part, since Steam, PlayStation and Xbox tokens each have to be trusted separately.

The team moved to Unity 6.3 LTS. Wątroba cites a support window that covers their launch, better stability when editing ScriptableObjects, and Vulkan fixes that helped older Android devices. He estimates IL2CPP builds are roughly 10–15% faster and runtime performance a few percent better on weaker hardware. He calls the upgrade mostly smooth. The source text available here cuts off while describing VFX Graph issues, so check the full post for upgrade caveats. This is a vendor blog post, and the figures are the team's own.

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