![]() And I stopped when I realized I had to implement moving/rotating platform too, and differentiate between force applied by environment () or the input for the animation. In a world with no up direction that's a nightmare. But generally individual features I do.Īlso the kind of gameplay I want to do always involve obscure stuff nobody can help, My last encounter with unity's physics let me running in literal circle during 3 years, because it was a 6dof platformer, where you crawl freely on a surface with a camera similar to zelda games (direction of cam and character aren't the same). I do, it's just putting many features together that collapse, also there is a size there I can't track code, and hen I abuse encapsulating code into function, it make tracking bug a nightmare, after a few inception scroll and I forget what I was doing. There's plenty of savings to be had if you figure out specifically what your unique case needs and build something custom that only does that, in the most efficient way possible. We did have a bunch of ideas to push the limit up further, but since we'd already exceeded our spec'd requirements we didn't get to try any of those out.īasically, Unity's built in stuff is great, but it's built to meet broad and generic requirements. Rendering wasn't the bottleneck in either case. A simple test with a mockup of our custom system had several tens of thousands on the same hardware. In our tests, for our needs Unity's built-in systems topped out at around 6,000 units on our target hardware. We did it by making a custom system built specifically around the types of interactions we needed. In my project rendering wasn't really a concern, but we still had to handle all of the "physics" side of things. ![]() I've done something similar myself, albeit less graphically focused. Those tools simply aren't built for this kind of use case. Will be 4-5 years down the line maybe.Click to expand.People saying it's impossible to do this kind of thing in Unity are almost always referring to using the built-in, general purpose tools. "its a 4 man dev team" doesn't matter, they are radio silent, don't listen or respond to feedback on fourms, give their customers the bare minimum worthless updates to make it look like they haven't abandoned it like they did before.Īvoid this game until its actually finished or get if its for free or under 5 euro. We want squads like the first game, working maps where you can actually put smaller groups of units on walls or in better positions and formations. "But you can have millions of units on the screen, the first game would lag out" big deal, place two giant boxes with different stats on a 2d map and watch them move and whichever has the highest stats wins. It feels like it will be years before this game even gets close to being a final release. Missing a ton of features that the first game had, riddled with bugs, devs don't focus on the important stuff like QoL features, failed to follow both their roadmaps, it has steamworkshop so players can add units, yet we will wait months for an update to make the game better and they give us a reworked map, a unit or two which are always worse than the player made units. Waited years for this game, Bought it at launch, practically nothing has changed since alpha despite it being the "final release" now. ☐ The game itself is a big terrarium for bugs ☑ Only if u care about leaderboards/ranks ☐ You will need to invest in a black hole to hold all the data ☐ You will want an entire hard drive to hold it
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