Vav Labs

01 / Foundations

Long-lived software, built deliberately.

A Wabi-Sabi approach to engineering.

Godot · Unity · Rust · C#/.NET

Production-grade tools and developer systems for Unity and Godot teams, built with an unhealthy respect for maintenance. Designed by Vav Labs in Turin, Italy.

TURIN, ITALY / COMPUTATIONAL TOPOLOGY RESEARCH /


For game devs

Godot and Unity tools for pathfinding, diagnostics, rendering, and the parts of gameplay code that become architecture when nobody is looking.

See tools

For studios

Downloadable Unity and Godot tools for teams that need clearer diagnostics, pathfinding workflows, and less mystery inside shipped projects.

See case studies

For research-curious

Computational topology, real-time constraints, rendering experiments, and notes from systems that refuse to stay purely theoretical.

Read Hyperplex.TDA

02 / Tools

Products and technical work, ordered by what matters now.

PathForge for Godot is the main product focus now: production navigation, diagnostics, and near-release development for Godot teams. BugLens remains the available Unity tool, with shipped tooling, research, and longer technical narratives below.

Primary product / Early access

Heavy development ยท Early access open

PathForge for Godot

A production navigation intelligence layer for Godot 4.x: grid pathfinding, tactical movement, spatial AI maps, and editor diagnostics for games where movement is gameplay.

What it gives you

  • TileMap-driven grids, terrain costs, dynamic blockers
  • Multi-size agents, clearance maps, movement ranges
  • Influence maps, Dijkstra maps, flow fields, formations
  • Editor-first workflow with "why no path?" diagnostics
  • Optional Rust GDExtension performance core

Early access

Secondary product / Available now

Direct launch

BugLens

Commercial Unity Editor extension for bug reports that arrive with evidence instead of folklore. โ‚ฌ29 launch price, one-time, no subscription.

  • โ‚ฌ29 launch ยท โ‚ฌ49 regular ยท one-time, no subscription
  • Markdown, JSON, and AI-ready exports
  • Captures the boring context people forget to write down

Companion / Free & open-source

Shipped

Godot Project Doctor Mini

Godot 4 editor plugin that looks for project hygiene problems before they become a small weather system.

View Project Doctor

Tertiary / Shipped tools

Ravencap

Shipped

Streaming encrypted archives for files, folders, and pipelines. Less ceremony, fewer exciting surprises.

View on GitHub

Published products

Shipping evidence is more useful than a decorative logo row.

Vav Labs has public mobile releases as well as tools and experiments. Not everything needs a parade, but it should be possible to verify that the software exists.

Open Google Play

03 / Case studies

Case studies: constraints, decisions, and evidence.

These pages hold the technical narratives that need more context than a product card: the problem, the constraint, the tradeoff, and the evidence.

01 / study

Rendering architecture

SDF Raymarcher URP

Signed-distance-field rendering inside Unity URP, kept close enough to the metal that the profiler can still argue back.

Unity URP HLSL C#
  • Single ScriptableRenderFeature, not a small festival of passes
  • Lower-resolution raymarched pass that composes with depth-correct geometry
  • Fixed iteration cap with early exit; tetrahedral normals over central differences
  • MIT-licensed source, intentionally small enough to audit in one sitting

Shader architecture, render-feature integration, and MIT-licensed source available; measured captures in progress.

Read case study

02 / study

In progress

Meta Quest VR Performance

Mobile VR performance work on Quest, where every millisecond has witnesses and the thermal envelope is one of them.

Unity Quest URP Profiler
  • 11.1 ms / 13.8 ms frame budgets split across CPU, GPU, and the runtime compositor
  • Device captures first: OVR Metrics Tool, Unity Profiler over USB, RenderDoc when needed
  • Recovers structural cost: shadow distance, cascades, transparent overdraw, draw call ceiling
  • Tunes FFR, MSAA tier, render scale, and depth ownership against URP + Quest compositor reality
  • Thermal-aware: a frame that passes certification cold can still fail after five minutes

Optimization checklist and capture notes are being written from real device sessions, not editor estimates.

Read case study

03 / research

Advanced private research

Hyperplex.TDA

Real-time topological analysis engine for dynamic point clouds. The public page documents the architecture and validation discipline; implementation artifacts remain private while the product direction is undecided.

Unity 6.3 .NET 10 Burst/Jobs Topology
  • Computational topology applied to live data
  • Hard real-time constraints, zero-allocation hot path
  • Unity 6.3 Burst/Jobs runtime + .NET 10 offline CLI
  • Source, datasets, benchmark captures, and release artifacts not public yet

Architecture and status notes public; measured evidence and artifacts remain private until a release path is chosen.

Read research page

04 / Blog

Technical notes from Vav Labs.

Unity, Godot, rendering, product tooling, and maintenance notes from real shipped projects.

01 / article

Godot pathfinding

Moving 10,000 agents in Godot without the frame spike

Godot pathfinding slow with many agents? A Godot 4.6 benchmark: one shared field holds 10,000 at a 5 ms median frame where per-agent queries collapse at 500.

2026-06-15 / 12 min read

Read

02 / article

Godot pathfinding

Why is my path failing in Godot? Nine boring causes to check first

Godot returned an empty path? Check coordinates, bounds, solid starts, stale grid data, sync timing, clearance, region gaps, and weights first.

2026-06-10 / 10 min read

Read

03 / article

Godot pathfinding

Pathfinding failure modes in Godot: why no path is not enough

When Godot returns an empty path, ask which assumption failed: start, goal, blocker, clearance, terrain rule, stale data, or disconnected region.

2026-06-08 / 8 min read

Read

04 / article

Godot pathfinding

Grid or navmesh in Godot? Choosing pathfinding that survives production

The short answer first, then the full decision: movement model, runtime changes, scale, agent size, path stability. Current for Godot 4.6, FAQ included.

2026-06-06 / 9 min read

Read

05 / Contact

Vav Labs builds tools for the part of software that has to keep existing.

Downloadable tools, developer products, and long-lived software, built with a Wabi-Sabi approach to engineering and a healthy suspicion of perfect diagrams.

Current work includes PathForge for Godot, BugLens for Unity, diagnostics tooling, and computational research. Small pieces, made to survive being used.

Contact and links

Other shipped work

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