Absolutely. The other exploit I wrote from two years ago that I alluded to in the post involved a vulnerability completely different component. That one abused a (presumably decades-old) heap overflow in the S3M tracker module format in the FMOD audio library built into Unity. I think there isn't nearly enough serious vulnerability research into games outside of cheater groups.
As a side note, that S3M vuln was a massive pain because the chain of responsibility was even longer. That's why I lost a good chunk of the writeup for that before it was safe to publish it.
Personally, I think that part ended up being more interesting than the Unity bug itself purely because of the implications. A friend was able to abuse the xinput1_3 RWX region in particular to get code execution in a different game with only an arbitrary write primitive and no ASLR leaks. I wouldn't be surprised if this trick got abused for in-the-wild game RCE exploits like the Apex Legends one (though I have no way to verify that).
The SSE float reciprocal instructions have slightly different results between Intel and AMD, which can be a source of headaches for those expecting deterministic results between PCs. (see https://robert.ocallahan.org/2021/09/rr-trace-portability-di...)
I posted this on the thread in /r/programming a while ago, but I might as well post this here too. It's possible to implement the adder in "only" 11 subtractions:
fn adder(a: Bit, b: Bit, c: Bit) -> (Bit, Bit) {
let r0 = c - b;
let r1 = c - r0;
let r2 = ZERO - r0;
let r3 = b - r1;
let r4 = r2 - r3;
let r5 = a - r4;
let r6 = r4 - a;
let r7 = ZERO - r5;
let r8 = r7 - r1;
let r9 = r7 - r6;
let r10 = ZERO - r8;
(r9, r10)
}