General Category > Game Development
Unity 3D thoughts
x4000:
You're asking the wrong guy; I was uncomfortable with GameObjects from the start. They looked bloaty to me, and when I saw that it took a couple of seconds to even instantiate 10k objects, I was about done with them. I was in fact using a ring buffer to use them, assigning simple textured quads to them as needed, and activating and deactivating them as I went. This was with Unity 2.61, but it was wicked, wicked slow.
I now just use Graphics.DrawMeshNow, and instantiate my own general C# objects to represent the gameworld. If you're not using unity physics or what have you anyway (which I wasn't), there's no reason to have all the overhead of the gameobjects.
But things have changed a lot since 2.61, and so what I said above may no longer be true. 3.0 made a lot of things faster. I still have no personal use for GameObjects, though.
RogueDeus:
--- Quote from: x4000 on September 01, 2011, 02:45:45 PM ---You're asking the wrong guy; I was uncomfortable with GameObjects from the start. They looked bloaty to me, and when I saw that it took a couple of seconds to even instantiate 10k objects, I was about done with them. I was in fact using a ring buffer to use them, assigning simple textured quads to them as needed, and activating and deactivating them as I went. This was with Unity 2.61, but it was wicked, wicked slow.
I now just use Graphics.DrawMeshNow, and instantiate my own general C# objects to represent the gameworld. If you're not using unity physics or what have you anyway (which I wasn't), there's no reason to have all the overhead of the gameobjects.
But things have changed a lot since 2.61, and so what I said above may no longer be true. 3.0 made a lot of things faster. I still have no personal use for GameObjects, though.
--- End quote ---
Thank you VERY MUCH for clearing that up. You may have just saved me oodles of test time...
I am not as fluent a programmer as yourself but I too was looking at the way Unity used GameObjects and wondered if they may have been a problem. Especially after watching a few tutorials and how people go out of their way to reduce the number of new GameObject calls in scripts.
I hope you don't mind if I frequent this forum with Unity and C# questions! I am trying to learn as fast as I possibly can and I am finding it sometimes difficult due to my lack of experience and/or friends with similar interests. And there is only so much that StackOverflow and UnityAnswers can do for me in a pinch. :)
x4000:
No worries, and glad I could help. Oh, one thing to know: I don't think Graphics.DrawMeshNow works in Unity Indie, but I'm not sure. I'm pretty sure you need Unity Pro for most of that.
RogueDeus:
--- Quote from: x4000 on September 01, 2011, 02:55:55 PM ---No worries, and glad I could help. Oh, one thing to know: I don't think Graphics.DrawMeshNow works in Unity Indie, but I'm not sure. I'm pretty sure you need Unity Pro for most of that.
--- End quote ---
You are correct, I just checked. The Graphics class is restricted in use to Pro only.
That is a bummer. But not entirely unexpected. I knew that there had to be a reason that they gave the tool set for free. If you wish to make a game that actually works well for more then very small projects, you need to buy it. :) Not complaining. It is actually quite well planned. Learn for free, pay to develop.
Before I shell out 1.5K for the Pro version, I really must make sure I need it... Lots of work to do then.
x4000:
Well, you're able to do quite a vast number of things with their base game: mainly make 3D games with a similar scale to other 3D FPS, racing, and so on games out there. If you want to do something outside those bounds, then that gets into the more "bare metal" area, and thus into pro.
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