|
|
|
|
|
by jbluepolarbear
1906 days ago
|
|
Playing from editor is the testing on desktop. You can make a parallel builds in Unity with the new build tools. Hot swapping code breaks down quickly as complexity increases (it’s also supported by default in Unity). With nested prefabs changes can be made while scenes are running and preserved. You can debug an unity game remotely with Rider or Visual Studio, you can add new code, change execution order, memory, etc. I guess Ya got Unity best on build speed though; although, I bet a lot of what you saw as build time was asset conversion. In my experience with unity I rarely leave the editor/rider combo and I only make builds when testing new libraries (because of IL2CPP) and for performance analysis. It is much, much faster to iterate through the editor than hot swap could ever hope to achieve; I can test every resolution, notch configuration, etc without leaving the editor. I have built professional games with custom engines, unreal 3, unity, and torque and Unity is by far the most enjoyable to make games in. |
|