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by mustacheemperor
2914 days ago
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I wouldn't fret much about trusting the editor, it's no more magic than the scene appearing when you load it from XML. But I agree that this remains my biggest frustration with Unity. It's fun to use, it's very fast to prototype with, but you hit the nail right on the head that "everything feels second class to using the GUI," and once you've worked in an engine that accommodates a text-first workflow it can really feel like mandatory training wheels sometimes. Maybe someone with more professional Unity experience can drop in, it's such a popular platform that it seems to me like there must be productive workflows that aren't hampered by the GUI in use out there. Most other engines have different tradeoffs in my experience, and Unity is hard to beat because of how relatively robust and stable it is. |
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Professional game studios are mostly Windows based, and developers are actually a minority in teams, mostly responsible for low level engine code.
So understandably the workflows are optimized for animators, artists, level designers, gameplay developers, script writers, ...