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I'm a programmer, who feels most comfortable writing code, so that was the route I took, and that route ended up being inaccessible. I've also heard that you ca
by _bxg1 6y ago
I'm a programmer, who feels most comfortable writing code, so that was the route I took, and that route ended up being inaccessible. I've also heard that you can't really do everything for an entire game in just blueprints.
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.
- ohgodplsno 6y ago>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.
- rr_aa 6y agoYou 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.
- pjmlp 6y agoSame 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.