Re:What Unity Is Getting Wrong
by ohgodplsno on Friday May 22, 2020 @11:38AM
(#23273245)
>I've also heard that you can't really do everything for an entire game in just blueprints.
I wouldn't do networking in blueprints. But for your core gameplay ? It can absolutely do anything you want.
You can do anything you want if you are into managing a huge spaghetti node system.
Sometimes its more efficient and especially flexible to be able to write code, and easier to maintain, update and edit.
Same would happen with code if best practices aren't taken into account.
Blueprints provides the tooling to package stuff into re-usable components, exactly to avoid spaghetti code, just like in most graphical programming languages.
Unity's C# scripts on the other hand - despite all of the engine's problems - are incredibly straightforward to write, set up tooling for, build, plug into a project, and you can use them to control everything from game logic to the editor to the rendering pipeline. This is Unity's greatest strength, IMO.