#Is Visual scripting a good way to use Unity?

1 messages · Page 1 of 1 (latest)

errant dock
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I have JUST started using Unity and like the idea of blueprints for unreal engine. I like unitys engine more and think it would fit my game however I don’t know if the visual scripting is good enough to make an entire game with. Is it worth it to learn it over C#?

torpid ether
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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.

errant dock
torpid ether
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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

chilly hedge
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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.

tardy vigil
limber scarab
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Unode did look great, so perhaps you should spend a bit of time and try both

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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

chilly hedge
tardy vigil
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maybe i am wrong, i thought everything that was not available had to be done with text script

proper lake
austere sequoia
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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

tardy vigil
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i will look it up someday

austere sequoia
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you mean, in converting from C# to Bolt?

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it'll automatically convert your code from Bolt to C# as well as it can (basically like Bolt 2 used to do) from what I've seen, but I haven't tried beyond that @tardy vigil