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
- 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.
Skills
Experience Level
Language
Work Experience
Education
Qualifications
Industry Experience
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
Hire Dan Violet Sagmiller today
To get started post up your job and then invite Dan Violet Sagmiller to your job.