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Question on UnityScript and C#
Okay, I am somewhat of a newbie to Unity still, and I have mainly taken on 3D modeling, yet I am an indie developer, so its just me,using Blender for models,etc.. etc.. Main point, I haven't the best skills with programming/scripting, I know very little C++,and a bit of HTML,and all languages kinda are hard for me. So telling you this, what would be best? Saving some time, and not rushing into things, but not being able to do EVERYTHING with UnityScript, or most likely going over my head to C# (I really am being honest when I say that.) yet being able to do a lot more with less errors. I have been using Unity for around...3 months now,what do you guys and or girls think I should do on this? To mention if it helps at all, I am 14, and I have the idea of a basic RPG, such as you explore a little world broken into parts, like teleport to towns and areas (Though they are quite big) and do quests, nothing advanced like Skyrim, I would love to but even I am not ready for something like that. What would be better?
That's a tough question and there isn't a right or wrong answer.. I started learning UnityScript because it seemed a bit easier to understand and there is a lot more documentation/ there are more turorials on using UnityScript than there are on C#. Since then I have also learnt basic C#, since in my opinion they aren't worlds apart.. I'm quite happy with having learnt UnityScript before C# and don't really feel that it is restricting what I am capable of creating in unity, however since you have a bit of C++ experience, learning C# might be a good option too ;) It all depends upon what you want and which of the two you think will be more useful to you.
C# and Unityscript aren't that different, there are just a lot of things made easier for you using US. That being said, while there are a lot of Unity specific Unityscript tutorials, there are a innumerably more C# tutorials out there, and all the Unity documentation (well, most of it anyway) is available in C# as well.
Funny that no one ever asks if they should learn Boo first. Poor Boo.
Anyway, if I were you I would try to find someone around your same age to work with. Perhaps there is someone at school whose been working on coding stuff up in Unity and would love some assets to play with. $$anonymous$$aybe there's not, but it's worth a shot, don't you think?
GO BOO! I PROGRA$$anonymous$$$$anonymous$$ED S$$anonymous$$YRI$$anonymous$$ IN BOO HELL YA
Thanks for the answers, I may look into both and see what one would fit...since its my first game, maybe it'll be better learning US,just to fit it, then when I try to do something like multiplayer one day i'll go into C#. And Boo...well not many people have heard of Boo besides in Unity,its like A++ or D,its not really that known, so learning it for only one engine may not be the best option.
Answer by GC1983 · Feb 22, 2013 at 09:01 AM
My advice is not to dig into programming trying to build an RPG. Start simple and small. Learn key points of aspects of programming. Learning JS/UnityScript is rather easy to handle IF you have a solid understanding of programming in general. C++ is always a great place to start, otherwise C#. Many languages have somewhat of a same general layout in code, but with each their own style of syntax; obviously, some more advanced that others.
www.digitaltutors.com www.lynda.com
Two great sites that offer hours of programming training. Even quite a bit dealing with Unity. Start with that and learn the engine as you learn how to program. Resource the shit out of Unity Answers, Unity community forums, and other Google topics. You'll catch on quicker than you think if you keep up with it.
Also keep in mind it takes more than just to learn a language than it is to know what computer programming is and all its related topics. Learning outside the box is what can help in making you a solid programmer.
Well I do have an understanding on how program$$anonymous$$g works,such as boolean values, intergers,arreys, etc.. etc... I think an RPG would be simple, it wouldn't be like player customization, just little features that a player could,I hope, find a few hours of enjoyment out of it. I used to know a little 'side language' I guess you could say, never mastered it since It was useless, but on another game, a $$anonymous$$$$anonymous$$O shockingly, I used ROBLOX and learned their version of RBX.Lua to a point, thats what got me to use Unity, since I had fun making little things on it, I am having quite fun (And not fun lol) working on a real one.
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