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Edited 1 month ago
Unity complaining
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one thing that frustrates me a lot about Unity, as someone whose only other experience with game engines is the Source engine, is how complicated and un-abstractable the components are

like instead of telling Unity “I want to make a prop_physice“ I have to tell it

“hi Unity I would like [an entity that contains a mesh and a mesh renderer and a collider and a material for the mesh renderer and a rigidbody]”

or instead of telling Unity “I want a func_door_rotating“ I have to tell it

“I want [an entity that contains a mesh and a mesh renderer and a collider and a material for the mesh renderer and also I’m going to write custom C# code to tell you how to rotate that door when the player presses use on it and also I’m going to write custom C# code to tell you what a player is and also I’m going to write custom C# code to tell you what it means to press use on something]”

like you have to explain everything to Unity from scratch and even after you’ve explained everything to Unity you can’t just abstract that into a neat little box like func_door or trigger_brush you have to specifically open the entity and be like “okay so this has a mesh and a mesh renderer and a collider and a material for the mesh renderer and it has some custom C# code so I think this is probably a func_door?” every single time. infuriating

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re: Unity complaining
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but this doesn’t just make it hard to understand What Anything Is. it also makes it way harder to configure anything because like

in the Hammer editor if I select a func_door_rotating I see a neat little menu that lets me configure which direction the door rotates, whether it’s locked, what noises it makes when opening or closing, etc.

but if I open the Unity equivalent of a func_door_rotating I would probably see:

  • a mesh renderer with a ton of complicated settings that I will never need (hidden among them are settings that I do want)
  • a mesh with a ton of complicated settings that I will never need (hidden among them are settings that I do want)
  • a collider with a ton of complicated settings that I will never need
  • maybe like a noise-maker component? I don’t even know
  • a C# script with some of the settings that I need
  • another C# script with some of the settings that I need
  • a sub-entity for the doorknob with even more components
  • maybe even more sub-entities and I’d have to look through them too for more of the settings that I need in order to configure this stupid door

like all of the stuff that I actually want gets buried under so much noise and there’s no way to filter out the noise. I don’t even think there’s any way to write a note to myself to be like “here’s where to find the settings that you want”?

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