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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 ga
by Eyas 6y ago
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.
- learc83 6y ago> 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.
- ratww 6y agoYeah, 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.