Could you clarify what you mean by "create feature looking at unityfreaks" ? For example:
Here is the solution:
While other developers write code for their games , UnityFreaks write code for their workflow . They build nested prefab variant managers. They create batch renaming tools with regex support. They script a window that automatically generates level blockout geometry from CSV files exported from Excel. Then they lose interest in the game itself and spend three more days perfecting the tool. unityfreaks
using UnityEngine; in logic classes: They separate data from logic so strictly that their core simulation DLL doesn't even reference the Unity engine. The engine is just a renderer and input handler.[BurstCompile] attribute; they profile the assembly output to ensure the Burst compiler isn't silently falling back to managed code.