Show HN: UnityShell, a “shell” for the Unity Editor
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I dunno... I just can't come to trust the magical files generated by drag and dropping a scene together.
Most other engines have different tradeoffs in my experience, and Unity is hard to beat because of how relatively robust and stable it is.
Professional game studios are mostly Windows based, and developers are actually a minority in teams, mostly responsible for low level engine code.
So understandably the workflows are optimized for animators, artists, level designers, gameplay developers, script writers, ...
I have to add the note, Monogame is absolutely up to par with "professional" engines in many ways. I quoted because Monogame originated from such an engine, XDE, Microsoft's managed SharpDX framework for developing games for Xbox Live Arcade. The community took over when MS cancelled XDE. I don't know if it can compete with Unreal or Unity on everything these days, given some of the demos I've seen of Unreal's lighting etc.
It's still not a format where you'd want to make major changes by hand; assets are linked together by GUIDs that the Editor assigns. But at least the YAML asset files are not completely opaque, and they play a lot better with source control.
It's also nothing to be afraid of: You can absolutely do everything programmatically, using the same (mostly-public) APIs that the Unity editor (which is built using much of Unity itself). If you're ever wondering how something gets achieved in the editor, use MonoDevelop to decompile/disassemble the various .dll's that Unity includes.
I built UnityREPL precisely because I wanted to do a lot of things programmatically (especially, for example, making similar changes to a set of related prefabs).
I wouldn't be surprised if Unity builds this feature into a future version of Unity.
Every other 3D creation tool has like, Clara.io, 3DS Max, Blender, Maya. How did Unity not have this?
Nice work