I’m Dan Violet Sagmiller, a Unity expert programmer with 20+ years in C#, AI, and performance-critical systems. I’ve been recognized by Unity and Microsoft for deep expertise in low-level memory, networking, and real-time simulation, and I enjoy turning creative visions into scalable, high-performance architectures.
Selected achievements include speaking at Unite 2025 on low-level memory and Unity GC differences, helping author Unity’s Expert Programmer Certification, and re-engineering Unity Physics from 200-10,000 objects. I’m passionate about mentoring teams, building reliable tooling, and delivering lag-safe, predictive networking for real-time experiences.
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After I had learned to create Anti-Gravity physics using Unity’s Rigidbody in PhysX, I was finding a limit at about 200 cars in real time.
I could have gone higher by making the car not work as well, lower physics resolution, but by determining that PhysX was just doing way more work than was needed, I was able to circumvent all run-time processing of triangles, All memory hops,significantly reduce the math, and get the processing near hardware level.
The video below shows 50,000 physics checks being processed in real-time, in the editor, on the main thread.
Each of those physics checks return the full physics responses needed for a point in hover physics, and a car only needs to check its 4 corners to be at a perfect physics resolution.
I spoke about this with Richard Fine (Unity Principal Engineer at Unity) at Unite 2025 Barcelona on Understanding Unity Memory
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