High-performance native bridges and data architecture tools for the Unity Engine.
I am Steve Wade, the architect behind Canley Utilities. My tools are informed by a 35-year career in community work and technology, ranging from teaching computer literacy in the early '90s to managing national-scale database migrations and security compliance for Australian non-profits.
Led national data migrations for two organizations, (one with over 25 regional centres), consolidating siloed, "dirty" databases into unified enterprise CRM solutions.
Directed end-to-end PCI DSS certification and negotiated custom API developments with national financial gateways to automate mission-critical data pipelines.
Spent years as the "front line" between staff and IT consultants, re-engineering workflows and making enterprise systems perform "impossible" tasks through creative problem solving.
I am the sole developer of two mobile applications currently published in the App Store, managing the entire lifecycle from conceptualization to deployment. Built using hybrid C# and visual scripting architectures, these tools are designed for mobile-optimized performance with a top priority on the complex safety and accessibility needs of users in the health and mental health spaces.
My approach to software is driven by my long career in the nonprofit sector—working alongside young people experiencing complex trauma, victims of domestic violence, and staff operating under high-pressure, fragmented systems.
Those "soft" skills of empathy, and social and emotional intelligence and vital in good asset design. "What is life like for the developer using my tool?"
Accurate answers to that question leader to tools that make life better for devs instead of adding to their development headaches.I design assets that respect the developer's time and cognitive load. This means detailed prefab design, sub-second compile times, and documentation that anticipates where you might get stuck.
Having led national PCI DSS certifications and massive database migrations, I build for "Zero-Failure" environments. My assets are battle-tested against the 'dirty data' and messy workflows of real-world production.
Developed and deployed the Abigail app, a resource designed to help users practice good self care, have quick and easy access to supports, identify abusive behaviors, and build healthy relationships. Built on a "Security by Philosophy" model, the app seeks to remain "hidden in plain sight,". All data remains strictly on the user's local device for maximum safety.
Platform: Available on iOS
A medication tracking utility built with Unity, designed specifically to reduce the "mental load" for users managing illness. While many apps are overly complex, TrackMyMeds focuses on a streamlined, low-friction interface that handles reminders and tracking without adding to the user's cognitive burden.
All data remains on the local device, ensuring complete user autonomy and security.
Platform: Available on iOS | View TMM Privacy Policy
Footfall is a high-fidelity, turn-based RPG dungeon crawler built in Unity. As a personal project, it serves as an excellent "stress-test" environment for the Canley Utilities suite, ensuring every asset is battle-tested in a production-ready environment.
"An ideal setting for testing Asset Store readiness."
A "plain English" native haptic bridge. Instead of complex technical constants, designers can trigger a "Soft Bump" or "Triple Pulse" with zero-configuration. Focused entirely on the human sense of touch.
Bridges the gap between native haptics and Unity’s node-based architecture. Designed by a developer with deep experience in visual scripting workflows to eliminate friction for designers and non-coders.
A tactile, mobile-optimized UI solution. Features an integrated haptic bridge for professional, responsive feedback during color selection. Optimized for zero lag on mobile devices.
Store Page: Unity Asset Store
Documentation: Wiki
Reliable data handling following the RFC 4180 standard. Engineered with a character-based state machine to handle complex data—nested commas, newlines, and BOM characters—where standard string parsing fails.
The core high-performance engine. Focuses on the "how" of data—parsing rules, character encoding, and rock-solid File I/O for localization systems and RPG databases.
Store Page: Unity Asset Store
Documentation: Wiki
A framework for building complex, data-driven game systems. Standard focuses on the "where" and "why" of your architecture: