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On the other hand, Unity has implemented some basics, which are a real time sink in other engines, outstandingly well.

Lets compare the coding workflow in Unreal Engine 3 and Unity 3:

In UE3 you play the game, find something you want to change. So you shutdown the Game/Editor and go to the code. You code in some immature language called UnrealScript (I think there is a complicated way to use C++ too). Then you compile. Then you startup the Game/Editor again (this is slow).

In Unity you find something you want to change. Alt-Tab to your Code Editor. Change C#/Javascript code. Alt-Tab back to the game, recompiling the code and loading it into the currently running game is automatic and takes about 1-2 seconds.

Also the engine APIs are one of the best software designs I've seen in a long time.




On the other, other hand, if you don't use their serialization system (I prefer to stick with json), automatic reloading of the code causes a hard crash as your objects have been incorrectly reloaded.

And, naturally, there's no way to turn it off. Strictly speaking there is but it requires restart of Unity, not just the game, to reload code. Which is basically the UE3 workflow you describe.

You're right though; there are quite a lot of good parts of Unity - which is why I'm sticking around for now.

But I stand by my assertion that their focus on headline features is troubling.

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Unreal Engine 4 will fix the workflow, though.

http://www.youtube.com/watch?v=MOvfn1p92_8

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And by JavaScript you mean UnityScript

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