#Visual Scipting

1 messages · Page 1 of 1 (latest)

vale field
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Hi everyone ! I would like to know if visual scripting is optimized and can handle big projects without slowing the project...
If it is, it would help me a lot because i new to unity and C# is a bit difficult...

wooden swan
vale field
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ok that was what i was thinking about

graceful lichen
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With community tools you can compile to c#, solving any slowdowns caused by reflection.

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It`s possible to create an architecture that is organized, but requires a lot of planning and knowledge.

old ocean
lament lodge
ornate lily
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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.

lament lodge
ornate lily
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Unode isn't the official built-in visual scripting tool though

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By default not everything is supported by UVS "as it is", but as I said it's hardly a concern for most games.

glacial gulch
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In my personal opinion uvs does have some limitations but is improved alot by the community add ons

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If you really want to go full visual scripting without touching code use unode instead

old ocean
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You guys love promoting uNode in a uvs -based location.

glacial gulch
timber nacelle
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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)

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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.

main jacinth
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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.

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we should probably @ Unity everytime we decide to talk about UNode

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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.