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Basic Concepts in Unity for Software Engineers

277 点作者 Eyas超过 4 年前

16 条评论

Pfhreak超过 4 年前
I absolutely love Unity, and it&#x27;s what I reach for as my default for new projects, despite several years working in the games industry.<p>It&#x27;s easy to get started, iterate on ideas, there are tons of examples of things online.<p>That said, it&#x27;s not without its warts -- APIs change <i>constantly</i>, which means many of the examples or assets you find are no longer functional or need to poking to get working. Sometimes things just... behave oddly... in the editor. And the story around collaborating with friends is still not great (though a free tier for Unity Collaborate has helped with this a bit.)<p>If you haven&#x27;t messed around with Unity, I encourage folks to give it a try. The new Universal Render Pipeline stuff they&#x27;ve been building is really nice for a solo&#x2F;small team project.
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dcre超过 4 年前
Nice post. It’s worth noting that a post like this doesn’t need to be written for Godot because the official docs are already this good.<p><a href="https:&#x2F;&#x2F;docs.godotengine.org&#x2F;en&#x2F;stable&#x2F;getting_started&#x2F;step_by_step&#x2F;index.html" rel="nofollow">https:&#x2F;&#x2F;docs.godotengine.org&#x2F;en&#x2F;stable&#x2F;getting_started&#x2F;step_...</a><p>After spending literally hours trying and failing to get Unity to run at all on my computer, I downloaded Godot and ran a demo project in 5 minutes. It’s a great lighter-weight option for software developers who want to feel a little closer to the code.
klmadfejno超过 4 年前
Hobbyist game dev who&#x27;s dabbled in Unreal and Unity with no CS degree and no experience in C# or C++ (but a fair amount of python).<p>Both are fine, but if you&#x27;re going to pick one, I&#x27;d suggest Unreal by a long shot. Switching between the two is tricky and is likely to make one feel whichever they started with is more intuitive as the UI design is pretty different for each editor, but both feel fine after a short effort. The main reason I&#x27;d vote for Unreal is that Unreal feels like it&#x27;s getting better at a noteworthy pace, and Unity is stuck in a one step forward, one step back pace.<p>* C++ (unreal) is not as fun as C# (unity). But Unreal&#x27;s blueprint system (a visual, node based coding system) is much easier than both, and super helpful in the game dev world because it makes the engine API easily discoverable. Not good if you want to write a list sorting algo. Very good if you want to make a character jump. Dispense any preconceptions they may have implied about &quot;not needing to know how to code&quot; to use blueprints. If you can&#x27;t code you will likely burn out trying to use blueprints without grasping the fundamentals of coding, because blueprints are just code with visual syntax, and syntax is not the hard part of coding.<p>* Marketplace assets on unreal seem way better. The high end stuff is better. The free stuff is better. The number of high quality textures and prefabs you get for free via quixel in Unreal is astounding.<p>* Unreal requires more computing power, and I found the editor crashes more. That&#x27;s not so good.<p>* Networked multiplayer is just broken in Unity, versus integrated into everything for Unreal. This is huge! for shame, unity.<p>* Unreal&#x27;s financial terms are more indie friendly (free for first million of revenue)<p>* Neither is going to make or break your game dev experience versus the other.
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khalilravanna超过 4 年前
Next time I jump into game dev I definitely want to try Unity. Last time I wrote my own engine pretty much from scratch on top of Pixi.js and while I learned a <i>huge</i> amount, there were a lot of “lessons learned” that I gained manually (or didn’t gain) that Unity has baked in from the start.<p>One thing that’s interesting to me about Unity is AFAIK it bakes the Entity Component System pattern into its core. Any good guides or resources on this?<p>I found Robert Nystrom’s excellent book a good resource for this (<a href="http:&#x2F;&#x2F;gameprogrammingpatterns.com&#x2F;component.html" rel="nofollow">http:&#x2F;&#x2F;gameprogrammingpatterns.com&#x2F;component.html</a>) and even wrote my own post on the concept to help crystallize my understanding (<a href="http:&#x2F;&#x2F;ripplega.me&#x2F;development&#x2F;ecs-ez&#x2F;" rel="nofollow">http:&#x2F;&#x2F;ripplega.me&#x2F;development&#x2F;ecs-ez&#x2F;</a>). I’m interested to see if there’s a good authoritative Unity-specific post on the topic.
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learc83超过 4 年前
I finally ditched Unity because I’m sick of compile times in the newer versions of Unity. It’s been getting worse since 2017 or so and it finally got to be too much for me.<p>I’ve switched over to the Heaps engine by the creator of the Haxe language.<p>In addition to the compile time issues, I found myself constantly fighting the Unity way of doing things in that I prefer doing things in code as opposed to using the editor.
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thurn超过 4 年前
It can be quite hard to come to game development from a web programming background, because &quot;good architecture&quot; for a React app means a set of best practices (e.g. one way data flow, immutability, discrete mutations and events) which don&#x27;t always cleanly map over to a realtime environment. It might be good to talk about mapping over concepts you&#x27;re already familiar with.
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mattlondon超过 4 年前
I enjoy tinkering with Unity.<p>One thing that I am struggling with though is settling on good ideas for general architecture for structuring the logic, and then doing things like communicating between entities&#x2F;objects in a scalable way. Not everything that needs to communicate exists in a nice parent-child relationship - occasionally you need to communicate &quot;across branches&quot; in a hierarchical tree when there is no other interactions such as collisions etc.<p>You can get a long way with just cobbling stuff together, but eventually you get into growing pains where it becomes a mess.<p>The &quot;best&quot; solution I have so far is awkward &quot;god&quot;&#x2F;&quot;manager&quot; objects that act as glue to let everything access everything. There has to be a better way?<p>The nice with with Unity though is that the logic is in .NET IL so it is trivial to see how people are doing things and learn.
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headcanon超过 4 年前
Thanks for making this! I agree, there is a lot missing from Unity resources for experienced software engineers from other disciplines.<p>Some things I would really like to figure out are some of the idiomatic ways monobehaviors are structured, the variability between them, how best to separate game logic from implementation specifics, and best practices for reusability in real life, beyond what most of the tutorials teach.<p>Subscribed. Looking forward to seeing the next set of articles!
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finikytou超过 4 年前
quick question on unity vs unreal engine. the more i see the future the less i see one for unity vs unreal especially with movies using unreal engine in the last 2 years (really from the movie first man to now most of the new movies) i feel the money and R&amp;D that will span from that in the unreal engine will allow them to totally crush unity. already today most of the modern games made with unity are 2d or average 3d games.<p>What is your take on that?
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jonwinstanley超过 4 年前
Thanks for making this, I have never signed up to something so quickly before.<p>I&#x27;ve tried to get started with Unity a few times before and have the exact issues described. I know how to program, just tell me how to do it in this IDE!
sanjeetsuhag超过 4 年前
Is there anything similar for Unreal Engine?
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throwawaysea超过 4 年前
For those who are experienced in this space, which of these game engines&#x2F;ecosystems named in this discussion (Unity, Unreal, Godot, Heaps, perhaps others) are easy to approach and learn?
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smusamashah超过 4 年前
A bit similar <a href="https:&#x2F;&#x2F;catlikecoding.com&#x2F;unity&#x2F;tutorials&#x2F;" rel="nofollow">https:&#x2F;&#x2F;catlikecoding.com&#x2F;unity&#x2F;tutorials&#x2F;</a>
duncancarroll超过 4 年前
This is great! I&#x27;ve been looking for something like this everywhere; thank you for writing it and I look forward to reading the next installments.
Waterluvian超过 4 年前
Can Scenes be stitched together? Say I wanted to keep loading open world tiles as my character walked a long distance.
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holografix超过 4 年前
Thank you, subscribed to the blog!