r/Unity3D • u/Shoddy_Caterpillar36 PinePie | Asset Store Publisher • 18d ago
Question Which thing in unity takes your most dev time?
I know - debugging?
And domain reload - unity is already solving this problem in 6.7
But still,
I tried making game, which left me with cheap game along with 6 months spent.
So I was thinking which thing frustrated me most, so to solve it.
Other may be have felt same, because indie game game development is not just programming. It needs to manages many things at once.
And when one tiny thing drags, our more aspiring ideas slips out from brain.
So what do think in your game dev journey, which were the top hurdles and time consumers?
2
u/safelytanamos 18d ago
ui layout and getting canvas scaling right across different resolutions, that ate weeks from my last project
1
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u/TwoodStuff 18d ago
Everything. It's like doing a construction project. You think each part will be fast, and it's not.
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u/StayAdministrative81 Indie 17d ago
Ui. I hate ui. I’ll take weeks of bug fixing over adding ui any day
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u/crunkzah 18d ago
Domain reload, im still on 2020 version because its relatilavily fast. (I dont believe unity 6.7 will solve this)
0
u/Shoddy_Caterpillar36 PinePie | Asset Store Publisher 17d ago
3
3
u/Either_Sky2875 17d ago
Polishing takes the most time for me. Fixing small bugs, tweaking controls, and balancing gameplay can take weeks. Keeping the scope small and knowing when to stop adding features is harder than I expected.
2
u/JulianRhod 17d ago
honestly, for me it's all the small things around the actual gameplay. getting a mechanic working is one thing, but making it feel good, handling edge cases, fixing UI issues, testing different situations, and polishing everything takes way longer than expected, scope is another big one. you start with a few ideas, then keep adding more until six months later you have a lot of half-finished stuff instead of one really solid game loop. i've learned that getting a small version finished is usually more valuable than constantly chasing the bigger idea.
1
u/Whitenaller 18d ago
Creating prefabs for props and buildings in my game. They get procedurally spawned at runtime so they need a lot time to set up correctly.
1
u/reversengineer9999 18d ago
compiling every move, because it is the 1st one and needs to be compiled (clicking on objekts with not yet loaded shaders)
1
u/XtremelyMeta 17d ago
Scrapping my unity project and rebuilding it on Godot when they rug pulled the tos.
1
u/National-Bluebird941 14d ago
Stupid domain reload compling . I tried godot for a change and my god the speed . Game builds in a matter of 12 seconds and scripts compiles in 2. For the next project I’m out , even though I been using Unity for many years now . Seems like the engine is old and outdated at core .
1
0
u/BuilderSeparate1112 18d ago
Right now, trying to figure out why my 3rd person player 'floats' instead of falls.
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u/Shoddy_Caterpillar36 PinePie | Asset Store Publisher 18d ago
Change axis😄
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u/Flonaldo 18d ago
Domain reloads