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Are you going to continue this project ? #99
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Agree with the GUI stuff, its perfect, comments, categories, betterVectors, buttons, Show Methods, its a really impressive set of tools, we use it daily. Especially lists filter and perItemremove and all those Seq.goodies In short it wopuld be a shame if you stop working on this project. And thank you for your work. Rodo |
Hey all, vexe here. When I was doing VFW work, I didn't have a full-time job, and I was an indie using Unity for my personal game project so I had a lot of free time and developing VFW was a priority becuase I was actively using it. Now, I have a full-time job (we use Unity), and I'm making my own engine for my game in whatever spare time I have left. So I barely have any time to actively provide support and updates like I use to. I tried my best to leave the project at a decent working/stable state, without any extra noise. So you can continue to use it of course @YacineFenina as long as it's working for you. A lot of the stuff in VFW is nice to haves, now shipping games at work from start to finish, I can speak from my experience that VFW is overkill, at least for the games we do (mobile). We shipped our last game within 5 months, during that time I only did a week worth of work combined on custom editors/cheat tools. Just a simple inspector that recursively inspects your game state, and a cheat tool for rapid testing and iteration, none of that drawer stuff. We basically use the editor/inspector as our debug/data inspection tool, and not data entry (except for a map tool), a lot of our game data is vanilla C# classes baked into the game. That said if you have any questions I'd be happy to answer whenever I can! Thanks everyone for all your patience and support. |
Thanks for your answers and works ! |
Thanks for the thought-provoking answers @TinyTitanAli , and for all the hard work on this project in the past. The last time I really did any hobby game development was January of 2016, and found the VFW while frustrated that Unity didn't support Polymorphism or Interfaces in the editor. BetterBehaviour seemed really cool in that it supported those things. It's ironic that at the same time, you were getting disillusioned with those very features. My interest in Unity comes and goes, and part of the reason I lost interest last time was due to frustrations with Scene management especially with regards of how difficult it was to do version control and testing. So now I am again interested in playing with Unity, but previous bad experiences with scene management were making me hesitant. I wish I could just do more strictly in code so that the editor is less of a nightmare. Between your post 441, your advice in the above post, a year of heavy-usage of DI and Mocking frameworks at work, and some ideas from this post, I think I'm finally excited enough to start poking around in Unity again.
New goal right there... tl;dr Thanks for the advice, you've given me some insight that alleviates some of my concerns with unity by reinforcing that Unity is garbage for a lot of things compared to handling things in code...lots to think about... EDIT: After a bit more digging, I'm wondering if you have an opinion about the Zenject Framework. |
Hi @TinyTitanAli How exactly are you managing the connections to the scene without using the editor? How are you getting references to GameObjects and Components in the Scene? Are you constructing them all from code without using the editor? |
@starikcetin When you allocate things for your game, you just keep a reference to them. So you run the game, it runs its initialization code, it allocates a player intsance, you just keep a reference to that. You spawn a bunch of enemies, maybe add them to a list of active enemies, etc. Just keep track of things properly and you won't need much reference drag-dropping around. Now if you're talking about things like prefabs, textures, sprites etc. Sure you could use the editor for that, drag this sprite to that renderer etc. Could be done from code depending on the situation/what you're doing. One thing that's really not great with drag-dropping references into assets/prefabs (which I'm dealing with right now in our project) is that it doesn't give you much control over resource managment. If you have a prefab/ScriptableObject that has references to X, Y, Z assets (textures, clips etc) those assets are implicitly loaded into memory once that prefab/ScriptableObject is loaded. You could easily end up with a bad architecture if you're not careful. Do you have a specific example you're dealing with? |
@TinyTitanAli No, I don't have a specific example. I'm trying to wrap my head around the best practices before starting my next project. Thank you for insights. |
Hi !
I'd like to know if you're going to maintain this project for next version of Unity ?
I really like your multiple property drawer for example. I didn't succeed to achieve the same result in default unity GUI with "order" attribute as you say here http://answers.unity3d.com/questions/701700/is-it-possible-to-use-more-than-one-property-attri.html
Same for strategy attribute.
Did you stop because of the serialisation part ? You've made such a huge work on GUI too !
Can I continue to use your work ?
Best regards !
Yacine
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