![I've spent 30+ hours reverse-engineering Silksong's code. Here's what I found :]](https://external-preview.redd.it/zYAkf1cMZJ1ngXFjXpjyNZMbUH-TJUOQmFqgTX64Nns.jpeg?width=140&height=105&auto=webp&s=94ecdd8435efda7424325e869f16893ea570518a)
I've spent 30+ hours reverse-engineering Silksong's code. Here's what I found :]
I spent about 30 hours reverse-engineering the code of Silksong, one of the most successful Unity games ever. And found some genuinely impressive (and aggressive) optimizations.
Highlights:
- Movement Code Breakdown: I broke down the exact frame-windows for Coyote Time and Input Buffering that make the platforming feel so responsive. The Elegance of Silksong movement as is :]
- Hidden "Demo" Mode: There’s a left-over
IsExhibitionModecheck. With a small patch, you can actually boot the Gamescom demo version from the retail files. - Dev cheats, Debug view, Performance overlay, etc: We recover and re-enable everything to see how it was used by the developers.
- Performance: Team Cherry implemented a Manual Garbage Collector and a custom reflection-to-delegate compiler. It’s a 100x speed boost over standard Unity methods.
- Much, much more in the video.
Full Video: https://www.youtube.com/watch?v=eC9bIelizlw



