#Is Visual scripting a good way to use Unity?
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I believe that depends on your logic style. If you are visual and have a good tendency to be organized and artistic - i believe uVS can be more compatible with you.
It did for me. And i come from digital art background. Using photoshop, Illustrator, etc
But If you're fine with 100% words coding, getting along with exact syntax and patience to update code with waiting times - then c# is the way to go.
When it comes to performance - c# will always win BUT if the game is simple and not many mechanics are happening at the same time that needs thos - then performance wouldnt matter. Specially if you are not aiming for 90+ fps.
Interesting, I kinda just wanna make simple fun 3d games, horror, some asction, maybe some multiplayer eventually, do you think I can do all of this with uVS
Its doable. Multiplayer depends on the complexity but there are ways to get around it. If you are totally new to game dev - its not recommended to go full multiplayer at once.
Maybe co-op coach type of multiplayer if you want to push yourself against the limit.
Comfy leveling would be to do single player, small game, simple stuff. Just to get things going
Yeah. It is a tool like any other. You learn its limitations and frustration points and plan your project according to what you can do.
C# is far more flexible and lightweight but of course complex to learn.
VisualScripting can be more i tuitive for beginners but does not scale well. It can basically do everything you'd likely want to do in C# though.
Short answer: yes, you can make a full game with it.
some parts are gonna be tougher . and Unode can do any sort of multiplayer and ECS i think also. so if you can't do it in UVS you can do it in Unode in the meantime. until UVS is able to do the same
Unode did look great, so perhaps you should spend a bit of time and try both
I've made a majority of my first game in UVS (look up SporeBloom, not trying to plug it)
There are some shortfalls but I managed to make custom nodes or find resources for those, such as sending RPC via unity netcode for game objects.
It's been an adventure but I'm really happy for this tool as a development onboarding experience
UVS just uses reflection to access Unity's internal code, anything Unity can do is available in UVS, Multiplayer etc. The only barrier is user's ability and knowledge of the system.
Key differences between UVS and UNode lie in UX and customizability etc.
maybe i am wrong, i thought everything that was not available had to be done with text script
it is possible in uvs but you will need some helper scripts for special occasions
I recommend the Community Add-ons for UVS (on github), it allows you to convert to C#, and adds a lot of useful features to UVS, making it basically on-par with uNode for most things
does it allow using statements?
i will look it up someday