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Moving from "classic" game engines to Unity for 2D games.
Hello, I've decided to move to unity from more classic engines because of the export modules.
Anyway the biggest problem I have is with how the engine works. from the get go There's no grid based system for sprites, the game camera is clunky(ish) for 2D games in my opinion(probably need to get used to it).
I've looked at tutorials and I always see people just dragging their sprites onto the scene and creating their map like a puzzle, this seems so inefficient compared to other engines where you just write code to do all that.
So the question here are there tutorials / books out there that can help met get used to / work with the different type of layout that unity uses or good beginner guides in general?
Thank you.
Ps I'm not trying to diss on unity but it feels like i'm trying to create a wheel with rectangles when using unity.
Well, using seperate GameObject for each tile is a no-go for all but the smallest of maps. Unity can't handle massive numbers of GOs in the scene, so even a small 100x100 map would be 10,000 GOs which would crush the FPS. So, as a 2D engine Unity is somewhat strange in that it relies on an actual mesh with each tile having one quad that is textured based on a tilemap / texture atlas. Side-scrolling games are handled reasonably well, as a "flat" top-down or isometric games, but the system breaks down for games like the original X-Com where you have an overhead or isometric view with multiple levels and characters have to be drawn in front or behind tiles based on their simulated y position (going stairs up or down, for example).
There are a lot of asset available that handle map creating by providing an editor that created and textures the tile mesh, but most of them are not free I think. However, writing your own isn't too hard.