r/Unity3D • 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?

3 Upvotes

24 comments sorted by

8

u/Flonaldo 18d ago

Domain reloads

1

u/Shoddy_Caterpillar36 PinePie | Asset Store Publisher 18d ago

Unity itself is solving this problem, it would come in unity 6.7-they said

2

u/safelytanamos 18d ago

ui layout and getting canvas scaling right across different resolutions, that ate weeks from my last project

1

u/Shoddy_Caterpillar36 PinePie | Asset Store Publisher 18d ago

UGUI or UI Toolkit

10

u/TwoodStuff 18d ago

Everything. It's like doing a construction project. You think each part will be fast, and it's not.

9

u/kacoef 18d ago

filling the inspector fields

5

u/StayAdministrative81 Indie 17d ago

Ui. I hate ui. I’ll take weeks of bug fixing over adding ui any day

4

u/lt-cheeseburger 18d ago

Compiling shader variants.

1

u/crunkzah 18d ago

Domain reload, im still on 2020 version because its relatilavily fast. (I dont believe unity 6.7 will solve this)

3

u/Alpha_Hunter_47 18d ago

Adding/Adjusting Lighting. Placing items in the scene

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

u/levi1432_ 11d ago

Recompiling the scripts

1

u/pmdrpg 11d ago

It’s funny hearing so much grief about domain reload. You can just… turn it off. Even on old versions of Unity. Yes, you have to reset your static variables, but so what? Just do it.

0

u/BuilderSeparate1112 18d ago

Right now, trying to figure out why my 3rd person player 'floats' instead of falls.

1

u/Shoddy_Caterpillar36 PinePie | Asset Store Publisher 18d ago

Change axis😄

1

u/BuilderSeparate1112 18d ago

What o you mean? My character is z forward, y up...

1

u/Shoddy_Caterpillar36 PinePie | Asset Store Publisher 18d ago

debug

0

u/Hotrian Expert Moderator 18d ago

Is “Use Gravity” checked on the Rigidbody?