#Visual Scipting
1 messages · Page 1 of 1 (latest)
you can always benchmark it, but tbh I think the bigger problem would be that visual scripting quickly turns into a huge mess in larger projects
ok that was what i was thinking about
With community tools you can compile to c#, solving any slowdowns caused by reflection.
It`s possible to create an architecture that is organized, but requires a lot of planning and knowledge.
That is relative. It depends 150% on the user skill to organize, label and keep things simple
it depends what you mean, if you mean organisation then i 100% recommend you just group your node with ctrl click make a rectangle.
To add to what's been said already, it always just depends on the project you're trying to achieve:
some things just "work" in Visual Scripting, and some things will require "traditional" code, or will just work better with it (eg networking, scriptable objects...)
people have been able to make full games using Minecraft command blocks, RPGMaker events, VRChat UDON or GameMaker's VS, so you shouldn't be scared of UVS so long as the scope of your project is manageable enough, and you keep your project organized enough
ChatGPT, Copilot or Unity AI can also help with HSLS for shaders or C# for more complex scripts, although it shouldn't be treated as an alternative to learning the tools and languages yourself of course.
you are right but everything works in Unity Visual Scripting and if it doesnt it works in Unode so
Unode isn't the official built-in visual scripting tool though
By default not everything is supported by UVS "as it is", but as I said it's hardly a concern for most games.
In my personal opinion uvs does have some limitations but is improved alot by the community add ons
If you really want to go full visual scripting without touching code use unode instead
You guys love promoting uNode in a uvs -based location.
sorry
You misunderstood,i was simply giving my 2 cents not promoting
If you aren't targeting low end devices it's probably fine, unless you're doing heaps of real time calculations where yes you should certainly check in via profiler etc. I feel it's easy to get carried away worrying about performance when I assume you're here for the tool in order to learn development! (which is what UVS is made for)
One tip, is to learn to trigger C# from your visual scripts using 'send message' and the method name (to a C# script also on your game object). Also, you can integrate some missing nodes with custom ones, which come in two types: Units that are project wide, or custom nodes which require the script to be attached to your game object.
I don't mind UNode discussion, especially because Unity seem to need encouragement from us to do anything at all with UVS, discussing alternative tools can count as feedback for them.
we should probably @ Unity everytime we decide to talk about UNode
Yes I'm a bit salty Unity seem to have left this tool completely on the backburner. Community is a + for Unity, but for UVS they are just offloading to it.