Hacker News new | ask | show | jobs
by whstl 847 days ago
It's been a while, but I worked on some Unity stuff in the past (I had a decade of C# experience back in 2013), and this is what I saw for a lot of mid-size-to-large games (but nothing AAA, and definitely nothing compared to Genshin Impact!).

On a lot of those, the engine is more of a bare-bones renderer: only one Scene is really used, all entity instantiation and level loading is done by a user-land script. Some physics/collision was very custom too. Editors were also almost always custom, on larger games you write custom tooling, mid-sized ones preferred packages from the asset store.

Perhaps things are different now. Character movement was 100% offloaded to packages, but now there are more capable systems (I haven't kept up). But I still see a lot of chatter about how to do this kind of thing in forums, etc. Anyway, that's what I remember seeing, so: IME and YMMV, of course.

1 comments

> Perhaps things are different now.

hehe, no. Things are pretty much the same. Source: I'm working with Unity daily.