News for hackers. Stuff that matters.
Re:Basic Concepts in Unity for Software Engineers by Eyas on Sunday October 11, 2020 @09:34PM (#24750671)
I'll have to check out Heaps. But you're totally right that the "Unity way" of using the editor isn't how a lot of us would naturally gravitate to creating a game. I learned to like it, though (I think).

For me, I realized that wanting to "keep it all in code" is a learned habit, and part of why I learned it is because the tooling when everything in code is just so much better. I can navigate references, etc., count on compiler errors runtime errors, etc. But none of this fundamentally required me to keep it all in code _if_ the tooling allows it. With ~2020 it feels like the tooling is getting to that point.

Re:Basic Concepts in Unity for Software Engineers by learc83 on Monday October 12, 2020 @07:57AM (#24753497)
> But none of this fundamentally required me to keep it all in code _if_ the tooling allows it. With ~2020 it feels like the tooling is getting to that point.

I don't think Unity is nearly at that point for my use case. Part of the problem is that I tend to build games that require a lot of procedural generation and user created content.

I basically end up needing to build some kind of level/content editor for my end users, which removes a lot of the value Unity brings to the table.

Re:Basic Concepts in Unity for Software Engineers by ratww on Monday October 12, 2020 @08:23AM (#24753672)
Yeah, the usefulness of the editor really depends on the workflow.

If you're using procedural generation or using an external tool to design your levels, then the Editor definitely becomes a hurdle.