#Unity Workflow

1 messages · Page 1 of 1 (latest)

lime basin
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Hi everyone, i’m writing this because lately I’m trying to improve my workflow, code and project structure quality and i’m very confused about how much should i care or is there a better way to do this?

For example let’s say i have a 16:9 texture and want to apply it to a quad, is it ok to manually set the quad scale to respect the ratio? Should i do an editor script that keeps it the same as the texture used in the material?

Another example: let’s say i have a cards/ folder with a lot of images, should i care about making a texture importer preset to sync them all?

Hou much should i care about the editor of my custom components and how in depth should i study it for it to be enough?

I want to work in the best possible way, no matter how much effort i’ll need.

prisma smelt
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workflow, architecture, project structure, code quality are things that you get with experience, tbh.
knowing you can improve is half the journey, but figuring out how, that takes time - everyone's different, everyone has a different preferred project structure or workflow or architecture

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in my experience a lot of it boils down to "there's gotta be a better way" and then finding what that better way is

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for example,

Another example: let’s say i have a cards/ folder with a lot of images, should i care about making a texture importer preset to sync them all?
yes, because it's almost no effort and saves a ton of repetition.

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it's a better way than changing every setting manually, even if you multiselect the textures

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Hou much should i care about the editor of my custom components and how in depth should i study it for it to be enough?
if there's a specific need for it to not be the default inspector, then modify it as needed

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I want to work in the best possible way, no matter how much effort i’ll need.
doing this is impossible. there's always room to improve. if you only focus on making the workflow better, you won't be making the actual work better.

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make stuff work before making it good

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in the journey of making stuff work, you'll get more experience to tell what would be good

hardy shore
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I want to work in the best possible way, no matter how much effort i’ll need.
Well ultimately, you need to make stuff, though tools programmers are full-time employees at many studios.

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If you are the main audience for your own pipeline, you probably shouldn't try to optimize your workflow unless you get frustrated with it to the point that you figure it is worth time spent getting nothing of production value done to address your concerns.

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If you spend all your time optimizing your workflow, you may be optimizing for nobody. There are exceptions to this, but at a rudimentary level the time cost to improve processes has to be worth the time taken away from working on things that actually matter towards your game.

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Hou much should i care about the editor of my custom components and how in depth should i study it for it to be enough?
You need to ask yourself honestly about whether such a thing would save you time enough to be worth getting it done. That's the whole tradeoff. Bigger projects tend to benefit from these kinds of changes quickly because many people use these systems.

lime basin
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Thanks to anyone who answered (and will answer), i'll try to apply every advice

hardy shore
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@lime basin The main exception being when you have a system that is meant to be accessed a certain way. For example, you have a folder containing images, and the files are all meant to follow some kind of construction rule, such as having metadata or an accompanying ScriptableObject. If you need the structure of that folder to meet some requirements, it could be worth designing tools to ensure a format is followed. At this point, it's probably worth building tools for yourself because you yourself decided at some point that this baked-in structure was important for some system. When routine processes become critical to your setup, it can be worth the work to cement the requirement in your tools.