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Question by mrtortoise · May 04, 2014 at 03:49 PM · aiupdatesimulation

update loop + object graphs

I have spent about a day reading information, watching tutorials and browsing questions but i havent been able to find what i want to know.

I am a programmer and have been for a long time, what i am not is a graphics/ui guy so something like unity for managing those assets and hooking into them seems like a very cool thing.

However rather than it being the master and the scripts being the slaves i want the situation reversed.

What i am good at is update loops, algorithms, managing complex object graphs and exposing the information i want rendered. However it appears that unity is geared to the opposite end of this.

What i want to do and cannot see how to is to be able to write my game engine - ie all the logic, object creation, ai etc myself and then expose these to unity to manage the rendering through whatever types it requires.

If I cannot do this then how can i go about writing - in unity - something where more than 90% of the work goes into non visible objects? Then i can get on with my game engines and let unity handle the annoying things like content and ui.

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Answer by bloodyatheist · May 04, 2014 at 04:19 PM

as a program engineer (and as you, i know almost nothing about graphics) i know what you mean and i get the place you're coming from.

what's usually done is you create an empty gameobject and use it as a "Game Controller" all the code you want to write goes there.

just note that sometimes its better to create things through the UI ,cause then unity can make more optimizations (usually for static object or object that exist when the project is starting)

I hope I helped :)

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avatar image mrtortoise · May 04, 2014 at 05:11 PM 0
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cool gives me another place to work from ;) will leave marked unanswered for now incase someone comes up with something better. But thanks :D

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