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Working with Unity Game Engine!

A quick overview of the progress I have made with the Unity Game Engine.

Shobhit Samaria, Blogger

July 18, 2016

2 Min Read
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As stated in this post, I have started using Unity to develop my next game - 'Mr. Mustachio'. The progress has been great so far. I have really liked using the game engine.

The biggest plus so far has been the excellent community support available on the internet. Since a lot of people are using the engine, a lot of information is available. Every time I have run into a problem, a simple google search has led me to a solution. A simple scripting solution or even a plugin is never far away.

The plugin support for Unity is excellent. Some paid, some free, but there is no dearth of them. I have already started using quite a few of them in my first project itself. I will write some posts on the ones I have used later.

After having done literally everything through code when using SpriteKit, using a mix of GUI tool and scripting is a welcome change. I can already see the benefit of it in speeding up development. Hopefully, my new game should be ready in a months's time!

It has also provided an opportunity to work with C# language. Pretty used to OO languages having worked with Java, Obj-C etc, so transition was pretty easy. The one thing I haven't been able to get used to is naming convention for functions in C#. unlike the other languages that I am used to which use the lower CamelCase convention, C# uses upper CamelCase for function names. Having been used to the other for so long, I am having a hard time shifting. Instead of making a mess, I have decided to stick with the lower CamelCase convention :).

The scripting API is wonderful and gives you full programatic access, so you don't just have to depend on the GUI drag and drop. You can change literally everything by writing scripts. That's just what a programmer needs!

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