Learning Unity

Our new project is going to be coded in Unity. Why? Well, as game developers we should be making games, not engines. This engine is done. It works. It works better than anything we could code. It works on more platforms than we could ever hope to support. It has more third party addons/plugins that you could ever hope for. That’s why.

There was only one problem. I was a Unity virgin. I have never coded in it. Ever.

So on Sunday I printed a bunch of crap out. Pretty much anything that was a PDF I could find – that mentioned coding using c# in unity.


Now, I’m a good enough coder to know that some of the stuff they do in the last two tutorials is dubious. But they explain the basics of the update loop, collisions, entity queries etc. So now I know how to code in Unity.

It all clicked into place.. and now I’m pretty sure I could make anything in it. It surprised me how easy it was.. like – that’s it? And the more I thought about it the more I realised yes, that’s all we need.

So between all the other junk that’s happening I’ve been plugging away at it and come up with stuff for the new project. Here’s what I made yesterday.


I am having lots of fun!

24 thoughts on “Learning Unity

  1. Unity is awesome, the only problem i have with it is that most plug-ins i always seem to need require the pro version.

  2. Yep, Unity is pretty great!
    I find that people who haven’t tried it are highly skeptical of it, probably due to bad experiences with other general-purpose game engines. I was pretty sure it was going to suck when I had to use it for a project. But I was amazed by how flexible and well-designed everything is. The classes are built pretty much exactly the way I want them and it’s awesome how much flexibility you can have over how you design your own code.
    Stay away from most tutorials made for Javascript though… they tend to promote sloppy design.
    Have you played with extending the editor at all yet? I think it’s a hell of a lot of fun building new panels and stuff. Check out stuff related to custom assets and custom inspectors – there’s a ton of potential for very data-driven design using those features.

  3. Unity is excellent engine but it’s very limited at times. Rendering is very slow and once you get a proper level done you’ll see the render loop taking a very long time. Still great for quick prototyping though.

    1. It’s kind of weird, but I find that restrictions in engines like this kind of force you to find new and usually innovative solutions. If you know about them before you start coding anyway :)

  4. I was making a 3D game engine with java, it was fun for a while but then I found Unity3D…

    I would like to ask you something: what do you think about the physics in unity engine against the physics in source engine?

    Also, I have been planning to make a space simulator with the posibilities of the spacebuild addon for your game(and more) in Unity3D, I like so much that gamemode.

  5. I’ve just stumbled across rust and had a suspicion unity drove it. Props on the game so far! funnily enough me and a mate are developing a similar title but you guys are way ahead. Out of interest what server side tech are you using? Heard of photon?

  6. Garry, I’m wondering how you made Rust’s multiplayer. As in, how did you make the multiplayer? Is it just using unity’s built in networking, or something external… ? Thanks

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