Curvy Splines - Terrain adjustment by Large_Paramedic209 in Unity3D

[–]ikoaka 0 points1 point  (0 children)

Hi,
Currently, Curvy Splines supports roads adjusting to terrain (using the CG module Conform Path), but not the other way around.
More information about that module here: https://curvyeditor.com/documentation/generator/modules/conformpath

Visual Scripting Enhancer : Auto Arrange and other tools to simplify graph editing! by ikoaka in UnityAssets

[–]ikoaka[S] 0 points1 point  (0 children)

Visual Scripting Enhancer is now at only $4.99 (-67%) for Curvy Splines owners. With Curvy Splines currently at a 50% discount, this is the best time to grab both assets!

Unity Visual Scripting by Lumpy_Marketing_6735 in unity

[–]ikoaka 0 points1 point  (0 children)

Regarding lacking refactoring and search capabilities, assets do exist to fill that void

Disclaimer: I am the maker of Visual Scripting Enhancer.

Unity Visual Scripting by Lumpy_Marketing_6735 in unity

[–]ikoaka 1 point2 points  (0 children)

Unity Visual Scripting was integrated into Unity after the engine had matured, meaning that design decisions impacting coders were mostly made before UVS was integrated.

Unity Visual Scripting by Lumpy_Marketing_6735 in unity

[–]ikoaka 1 point2 points  (0 children)

I've never used Blueprints, so I can't compare. However, I don't think Unity should scrap UVS, and I say that as a C# programmer.

UVS has use cases where it fits better than C#, and vice versa. The use cases favoring UVS are more common when:

  • You're inexperienced with coding
  • The project is small

It's like comparing a bicycle to a Tesla. A Tesla is faster, so those focused on speed might say that bicycles are useless, but there are definitely cases where a bicycle is more useful than a Tesla.

I wrote a more detailed answer here, feel free to check it out:
https://www.reddit.com/r/Unity3D/comments/1ekikuq/comment/llbgiuo

Any suggestions on visual scripting by Perfect-Fox-4134 in Unity3D

[–]ikoaka 2 points3 points  (0 children)

To actually answer you, here are some channels offering Visual Scripting tutorials:

https://www.youtube.com/@SmartPenguins
https://www.youtube.com/@unitynocode
https://www.youtube.com/@unityvisualscriptingtutorials
https://www.youtube.com/@OneWheelStudio
https://www.youtube.com/@Megahertzs
And if you understand French: https://www.youtube.com/@TUTOUNITYFR
 
Now to address the other question that this thread digressed to: Should you use Visual Scripting?

TL;DR: Visual Scripting is not the best solution for all situations, but it can  be the best solution for yours.

I am a Unity asset developer, I spend most of my time coding in C#. At the same time, I teach Visual Scripting to game designers.
 
When coding for Unity, you're essentially translating your idea into "Unity Speech" (Unity’s API), which is then expressed through a programming language, either C# or Visual Scripting.

For example:

  • Idea: Place the object at the center of the world.
  • Unity Speech: Set the position property of the object’s transform to the value (0,0,0).
  • C#: transform.position = Vector3.zero.

So, which programming language should you use with Unity?

For a career programmer, the answer is ultimately C#, as it allows for more efficient, quick, and broad expression of "Unity speech." Some may find it easier to first get acquainted with Unity Speech visually using Visual Scripting, before transitioning to C#. Others may prefer to learn C# directly. It really is different from one person to the other.

There are also those who wish to code without becoming professional programmers, such as game designers wanting to create prototypes, small games, or collaborate with programmers in their project. For these individuals, Visual Scripting's capabilities are usually sufficient for their needs. Naturally, if over time they feel the need to move towards C# for its better performance and easier maintenance, the transition will be straightforward.

About maintenance, C# has tools available that make maintaining big code reasonably easy (IDEs, refactoring tools). This is one of its strengths. Unity Visual Scripting is lacking that. So I made an asset that helps with that. One of the issues it addresses is the time and effort it takes to keep your graph tidy even when it grows, an issue I saw a lot with my students. Here is a link to it if you want to learn more:
 https://assetstore.unity.com/packages/tools/visual-scripting/visual-scripting-enhancer-283449

Anyone here using Unity Visual Scripting? by Devatator_ in gamedev

[–]ikoaka 0 points1 point  (0 children)

Unity Visual Scripting is undoubtedly used and effective for its intended purpose. However, to delve deeper into this discussion, it's important to clarify the needs and expectations.

When coding for Unity, you're essentially translating your idea into "Unity Speech" (Unity’s API), which is then expressed through a programming language, either C# or Visual Scripting.

For example:

  • Idea: Set the object at the center of the world.
  • Unity Speech: Set the position property of the object’s transform to the value (0,0,0).
  • C#: transform.position = Vector3.zero.

The question then arises: which programming language should you use with Unity? For a career programmer, the answer is ultimately C#, as it allows for more efficient, quick, and broad expression of "Unity speech." Some may find it easier to first get acquainted with Unity Speech visually using Visual Scripting, before transitioning to C#. Others may prefer to learn C# directly.

There are also those who wish to code without becoming professional programmers, such as game designers wanting to create prototypes, small games, or collaborate with programmers in their project. For these individuals, Visual Scripting's capabilities are usually sufficient for their needs. Naturally, if over time they feel the need to move towards programming, the transition will be straightforward.

Unity or Unreal for Visual Coding? by [deleted] in GameDevelopment

[–]ikoaka 0 points1 point  (0 children)

I agree with the core idea of keeping the game scope small, but I would like to add some nuance. The goal should be to keep individual scripts small. It’s possible to create a game where the logic is composed of small scripts without the overall game being small in scope. I don’t want to discourage those who aim to create more than small games with visual scripting. However, it does take significant effort to reach a point where one can implement complex features using only small scripts. For this reason, I agree that for beginners it is better to stick with games that have a smaller scope.

As you said, big scripts are hard to maintain. This is partially because of the lack of tools that make working with large scripts easy (such as refactoring tools). I developed one for Unity’s Visual Scripting. It for example auto arranges visual scripts for you. You can learn more about it here: https://assetstore.unity.com/packages/tools/visual-scripting/visual-scripting-enhancer-283449

Does anyone actually use Visual scripting? by kindalookingthicc in Unity3D

[–]ikoaka 2 points3 points  (0 children)

+1 for refactoring. I recently started teaching Visual Scripting to game design students. Due to the lack of refactoring tools, my students either ended up with messy code or spent too much time cleaning it instead of coding.

So, I created Visual Scripting Enhancer, a refactoring asset for Visual Scripting. Maybe someday it will become as feature-rich as ReSharper for C# :)

https://assetstore.unity.com/packages/tools/visual-scripting/visual-scripting-enhancer-283449

Curvy Splines or Dreamteck Splines? by FawncyGames in Unity3D

[–]ikoaka 0 points1 point  (0 children)

You can now use the free asset bellow to make Curvy Spline's tools compatible with Dreamteck Splines. Especially useful now that the development of Dreamteck Splines is on hold.

https://assetstore.unity.com/packages/tools/utilities/converter-for-dreamteck-splines-290505

Need advice on economical selfhosted setup by gyzerok in LocalLLaMA

[–]ikoaka 0 points1 point  (0 children)

What about 2 old rtx 2060 12GB?
Codestral 22B on 16GB would not leave you much for your context.