Unity Tutorials

Started by therevills, November 05, 2017, 05:17:31

Previous topic - Next topic

therevills

Well I've been going thru the first couple of Unity tutorials... and its not as bad as a remember!

I even managed to get the Space Shooter one completed too!

http://www.therevillsgames.com/code/Unity/Space_Shooter/

It was a bit of a pain due to the fact the tutorial is out of date and had to find work arounds!

But... I.... may... create.... future.... games.... with UNITY!  :o

iWasAdam

Had a quick play and the game look and plays very well.

How did you find working with Unity? What did you like and didn't like?

Anything that made you go WOW, 'If only.."?

Steve Elliott

Quote
Had a quick play and the game look and plays very well.

Agreed.
Win11 64Gb 12th Gen Intel i9 12900K 3.2Ghz Nvidia RTX 3070Ti 8Gb
Win11 16Gb 12th Gen Intel i5 12450H 2Ghz Nvidia RTX 2050 8Gb
Win11  Pro 8Gb Celeron Intel UHD Graphics 600
Win10/Linux Mint 16Gb 4th Gen Intel i5 4570 3.2GHz, Nvidia GeForce GTX 1050 2Gb
macOS 32Gb Apple M2Max
pi5 8Gb
Spectrum Next 2Mb

therevills

Quote from: iWasAdam on November 05, 2017, 07:22:03
How did you find working with Unity? What did you like and didn't like?
Didn't like: Out of date tutorials, makes it harder than needed. Huge build files for Windows (22MB dll!)
Like: Fast feedback of changes

Quote
Anything that made you go WOW, 'If only.."?

Adding prefabs on the fly whilst in game mode was very cool!

It's early days for me in Unity...

Steve Elliott

22Mb dll.   WTF? No thanks  :o
Win11 64Gb 12th Gen Intel i9 12900K 3.2Ghz Nvidia RTX 3070Ti 8Gb
Win11 16Gb 12th Gen Intel i5 12450H 2Ghz Nvidia RTX 2050 8Gb
Win11  Pro 8Gb Celeron Intel UHD Graphics 600
Win10/Linux Mint 16Gb 4th Gen Intel i5 4570 3.2GHz, Nvidia GeForce GTX 1050 2Gb
macOS 32Gb Apple M2Max
pi5 8Gb
Spectrum Next 2Mb

Dabz

I'll be honest... File sizes arent an issue with me nowadays...

I mean, a 5gig save file in a AAA is an issue, credit to NBA 2K18 for that sheer bit excellence, but generally... In this day and age with large SSD's at reasonable prices, and decent internet connections... 22mb... It's nowt really is it!

I mean, as developers, we usually download big stuff all of the time in terms of SDK's, redistributables to make libs work, even on Linux you need to have a massive bash fest to get the simplest thing going.

22mb DLL, is it really whingeworthy? Like, really?

We arent running a Windows 98 spec'd PC with dialup anymore are we?

And I dont mean to say that in disrespect to anyone, its just, well, I cannot see the problem with it thats all! :)

Dabz
Intel Core i5 6400 2.7GHz, NVIDIA GeForce GTX 1070 (8GB), 16Gig DDR4 RAM, 256GB SSD, 1TB HDD, Windows 10 64bit

Steve Elliott

#6
I know what you're saying Dabz, but 22Mb just for the DLL  - and then (only) a 2D Game ontop, but even then you have to take the hit of 22Mb.  Plus media (graphics/sound and so on) doesn't sit well with me because that's so damn inefficient - so much bloat!

I wouldn't use Unity because it goes against my principle that software should be as efficient as possible.  What?  Around 25Mb for a Space Invader game?  That's ridiculous!   :o
Win11 64Gb 12th Gen Intel i9 12900K 3.2Ghz Nvidia RTX 3070Ti 8Gb
Win11 16Gb 12th Gen Intel i5 12450H 2Ghz Nvidia RTX 2050 8Gb
Win11  Pro 8Gb Celeron Intel UHD Graphics 600
Win10/Linux Mint 16Gb 4th Gen Intel i5 4570 3.2GHz, Nvidia GeForce GTX 1050 2Gb
macOS 32Gb Apple M2Max
pi5 8Gb
Spectrum Next 2Mb

degac

22 MB is *big* if you are using a data plan on 4G... limited speed, capped volume (1 GB per day or 7.5 per week, depending on the contracts!).
And I'm thinking that we need to implement a 'greener' (=ecologic) way to use our data-way infrastructures... it's a limited resources (and has a clear & know cost!).
If there's a problem, there's at least one solution.
www.blitzmax.org

Matty

22MB is too big for mobile....sure most users use free wifi and don't notice the hit but I do.

As others have said, 22MB for a space invaders clone.

I could do a space invaders clone in java for under 1MB.

It is grossly inefficient.


ENAY

> I could do a space invaders clone in java for under 1MB.
>
> It is grossly inefficient.

I know this thread is old, but no idea why you're getting 22mb dllls. Compiling for mobile will not be making file sizes such as this. Unity might seem grossly inefficient, but people are using it to create PS4, XBone and Switch games that can run at 60fps and for mobile devices, pretty much everything is created in Unity these days.

col

Without meaning to go off-topic...

'Systems' do tend to neglect memory and file sizes nowadays.
At work I have to interface to a clients server and they have issued a rather nice SDK to help in doing so. My app is not exactly pushing the boundaries and it comes in at around 20Mb for a release build. The app requires some support files and they make the installation over 400Mb. It's absolutely crazy as my app hardly uses any of the features of the dlls, but one dll uses a tiny bit from another one an so one etc.

I saw a video recently ( not sure if it was linked from here or not and I can't remember the speakers name ) of a game programmer explaining basic optimisation techniques and people should use them as part of your everyday code. A guy stepped up from the audience trying to make a point that optimisation doesn't bother him as he doesn't write high cpu demand applications such as games, and that he makes desktop applications, to which the speaker replied something like 'Fine if that's what you want to do then go ahead and don't bother optimising your desktop apps, but just remember that your attitude is very the reason why I have to wait 30 seconds to open a simple Word document' :D
https://github.com/davecamp

"When you observe the world through social media, you lose your faith in it."

GaborD

#11
Yeah 22MB is rough for mobile users. (not really your fault, it's just Unity being Unity.)
To put it in perspective, I just did a HTML5 game project for a client, they complained about 3MB being too big and I had to trim it down. Mobile is a pain. I honestly hate mobile. All of it.  :P

The game looks great btw.
It just needs more enemy variety and a bit more pizazz and I am a fan. I love simple oldschool games done right on modern tech.


RemiD

Quote
It's absolutely crazy as my app hardly uses any of the features of the dlls
same observation for drivers... for my laptop all the drivers combined (not the drivers but rather the softwares that come with them when you download it on the official website) are around 700mb... Totally unecessary !

Amon

Are the replies from those saying 22mb is too much, a joke or something?

Have I missed a joke or an early April fools doobiedaa or summit liek dat?

Pakz

Not to worried about the huge sizes at the moment. Over here the unlimited bandwidth phone subscriptions are getting more standard. Regular Internet wil be getting faster every (few) year(s) also.

About Unity tutorials: I bought into a Udemy course for Unity. It shows how to make a minecraft like game. 6 hours of video and unity project files that should work (have not checked yet) I have watched a good part of it already. It was for advanced users but so far I am not completly lost.

I stumbled on the site and was greeted with a discount offer of 11 euro's for the entire course with lifetime access. I think I might have a go at trying to experiment a bit with the project(s)(if they work) and try and add some of the level generation things that I have been working on for the last few years. And maybe add a shotgun and laser :)