3 ms·
> I would suggest working on a rewrite of the editor that allows real-time runtime editing of content, scripts, prefabs, scenery, etc where everything can be sa
by throwuxiytayq 4y ago
> I would suggest working on a rewrite of the editor that allows real-time runtime editing of content, scripts, prefabs, scenery, etc where everything can be saved / persisted without having to click Stop. In other words, you're ALWAYS running by default. This is how HeroEngine works for example, and it's really cool to be able to create an entire world WHILE the game is running.
I'm pretty sure that's how they demo'd DOTS/ECS lately.
> When I hit play the game should launch and simulate immediately, there's no excuse for the extremely long load times. Unreal shines here in comparison. This really slows down development.
These days (unless you enable domain reloading) entering and exiting play mode is... reasonably fast-ish. But yeah, the editor could use an overall 10x increase in responsiveness. It's pretty bad.
> I would recommend extending personal assistance, e.g. assigning someone to be a studio's success guide that sticks around from beginning to end.
I thought Unity does this for customers. Not sure how extensively. They sell a lot of licenses.