Unity Progress

I’m now fully committed to the Spaceteam rebuild.

It’s a big investment in the future of all my games and the sooner it happens the better. I’ve been wasting too much time tracking down obscure bugs which will soon become irrelevant, so I’ve stopped development on the 1.8 branch until the new version (2.0) is ready.

Sorry to everyone currently experiencing crashes, you’ll have to wait a bit longer for a fix. Thanks for your patience!

In the end I decided to go with Unity 5 and I’m really enjoying it so far.

The UI system makes it easy to scale and anchor elements so they work at different screen sizes. This was a pain to get right before and annoying to test, so the new system is a pleasure to use.

The Particle system is powerful enough that I can directly recreate most of the effects I was using.Ā I can now use Animations for some sequences I was previously doing in code.

There are handy built-in features like Serialization and JSON parsing that I get for free.

And I love being able to easily make custom visualizers and editors that work right in the Editor.

Here are some more notes on how I’m using Unity:

Project Setup

Networking

General Tips

I know that a bunch of you already know Unity so maybe you can help me answer some questions that I have.

My Questions

  1. Can I rearrange folders in Assets or should all extensions/plugins live at the root level? I’d like to put packages I download from the Asset Store into a subfolder but whenever I update something it wants to import it at the root level.
  2. Any tips for using the Animation Controller system as a regular state machine with transitions triggered in code? (eg. for abstract game states like Lobby, Setup, Intermission, Playing, etc). And if I do this should I be using ā€œTriggerā€ parameters or just go directly to the state with Play(ā€œStateNameā€)?
  3. If I have a bunch of unique objects (eg. UI screens like Title Screen, Credits Screen, etc.) should they all exist in the scene and get Activated/Deactivated as needed? Or should they only exist as prefabs and get Spawned when needed?
  4. How do you ā€˜diff’ scene files in source control (I use Git) to find out what changed? I’ve found some methods for saving them as textĀ and plugins that claim to solve the problem but it seems like it could be error-prone. What do you recommend?
  5. Is there an advantage to separating things into Scene files if your game has very little content like mine? Will it be ok to have everything in one scene?

I’m officially on holiday now but I’m looking forward to continuing the project when I get back.

Thanks for listening and Happy Holidays!