[PIGMI] Unity (and Xamarin) developer comments sought

Christopher Hayward chris.f.hayward at gmail.com
Thu Jul 16 20:38:07 PDT 2015


Huh. In my experience the UE4 blueprints have been quite good, but that's
been from a hobbyist point of view.

For reference, for sharing blueprints on the web, someone created this -
http://blueprintue.com/

- Chris

On Fri, 17 Jul 2015 at 11:30 Doug <douglas.linder at gmail.com> wrote:

> Fwiw; I've used Xamarin briefly, it was polished, but suffered from two
> major draw backs:
>
> 1) No PCL. Basically a deal breaker, and why we didn't go any further.
> However, this is mostly resolved now, see
> http://developer.xamarin.com/guides/cross-platform/application_fundamentals/pcl/
>
> 2) The out of the box, xamarin mobile applications are pretty large. Maybe
> 10MB for a trivial app.
>
> We never pursued it beyond the investigation phase, and this was 2 years
> ago, so it's probably worth getting a more recent opinion too.
>
> re: Unity
>
>
> > what proportion of people are using just UnityScript without any C#?
>
> I believe I saw some metrics saying about 20-25% of their script metrics
> were unity script not C#?
>
> That said, I wrote a few thousand lines of UnityScript before I completely
> gave up on it. It's slower (although not significantly...) than C#, but the
> array, refection and generic's support in it is just completely broken or
> non-existent.
>
> In some ways the syntax is pleasantly javascript / typescripy, but since
> you have to invoke C# types all the time anyway, there's little benefit;
> and without true javascript interop, you can't leverage any of the 3rd
> party js ecosystem. /shrug
>
> > Or any other non-C# environments such as Playmaker?
>
> Never used it, but I can say hands down the UE4 blueprint system is so
> completely broken and rubbish, I would never recommend it for anything. The
> massive issues that constantly crop up for that visual scripting system are:
>
> 1) No way to merge without breaking everything.
>
> 2) No way to share snippets (eg. gist)
>
> 3) No way to run your scripts without the entire game engine runtime
> loading
>
> 4) No way to run or create tests for your scripts
>
> I can't strongly enough recommend not using it.
>
> Maybe the playmaker guys have solved some of these issues? ..but broadly
> speaking, visual scripting systems have never been successful. Kismet is
> the only 'big name' one that has major shipped products I'm aware of, and
> there are plenty of people out there willing to tell you how that worked
> out (ie. badly) with UDK3.
>
> ~
> Doug.
>
>
>
> On Thu, Jul 16, 2015 at 2:50 PM, Andy Dent <dent at oofile.com.au> wrote:
>
>> Hi folks
>>
>> For the 99.99%  of you who don’t follow my tweets  keenly, I’m now
>> working for realm.io on their C# API team.
>>
>> I’m very keen to talk to people using Unity or Xamarin about their
>> expectations from an API, how they find and use 3rd party components and
>> war stories especially around building.
>>
>> In particular, in the Unity space, what proportion of people are using
>> just UnityScript without any C#? Or any other non-C# environments such as
>> Playmaker?
>>
>> Whilst I possibly have your Xamarin-oriented attention, as a personal
>> curiosity, is anyone using CocosSharp for 2D games? I’m using Cocos2D-X on
>> some of my other projects.
>>
>> thanks
>> Andy Dent
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>
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-- 
- Chris
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