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Question by siddharth3322 · Apr 26, 2014 at 09:47 AM · gameobjectscenegameunity4.3

Game Development Approach

After reading and some what working knowledge in unity, I found following two approaches for game development.

  1. Scene Based

  2. Object Based

I want suggestion in which way I have to develop game in unity from above ways.

Object based development means each empty object represent each scene. Using this way, large projects become too much complex and all textures are needed to load at same time but I can able to get good performance over it.

Scene based approach is usually a common for game development and also become less complex for large games. So texture loading happen each time when I load new scene. So I found that game is freezing for some moment when player touches any button because it is a time for next scene loading. So how to come over this?

In which manner I have to develop games that is basically I can't able to decide so please give some master suggestion over here.

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avatar image vexe · Apr 26, 2014 at 11:31 AM 1
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"Object based" sounds too harsh - Never heard of someone representing gamelevels as objects, that's just too much. However I follow this approach in my FS$$anonymous$$, each gameObject represents a state, very useful (For AIs, puzzles, basic gameplay stuff, etc). I'd definitely go for making my gamelevels in separate scenes. It's like putting everything in one big class file if you did it the other way, hard to maintain, editing's hard, testing's harder, debugging, ahh, don't wanna even go there. It's very un-OOP'ish, very godObject'ish and TOP (Tedious oriented program$$anonymous$$g) (I'm pretty sure you'll get convinced by yourself as soon as you try it) - what don't you like about loading scenes?

avatar image siddharth3322 · Apr 26, 2014 at 11:36 AM 0
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Thanks for this suggestion. If my game contains 24 levels then how to manage it with scene based approach?

avatar image vexe · Apr 26, 2014 at 11:38 AM 0
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$$anonymous$$ake 24 scenes - each level a scene.

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