Easier Game Engine

I tried to like Unity but they made too many little things frustrating. For example, it should be very simple and easy to add a label (level number, putting text above an object for a player to see etc…) without having to look up how to but when you go to text object that’s obviously for a button since font size 1 is also big. On top of that, the blue box to move it is so far away from the actual text itself. There’s really no need for that.

That’s just a couple of very many little frustrating things about it. Probably will won’t be making anymore games after this one in this engine.

Is there a far less annoying game engine out there?

You probably want GameMaker Studio. Unity is purposely not designed in the way you describe, as it targets professional quality games which need endless customization rather than quick drag and drop one size fits all hobbyist projects which sound like what you’re looking for.

Same idea as Photoshop vs MS Paint.

Yeah I looked up gamemaker, the graphics look nice. Though I do wonder how much freedom you have. I know its expensive to develop games for the PS4 and Xbox 1 but much cheaper to make games for computers with that engine.

The issues you are complaining about Unity are specifically due to adding additional freedom. Freedom necessitates tweeking a good number of settings to get something to work how you want it to, which makes creation slower and require more learning how the little details work, which increases difficulty. GameMaker is a lot easier specifically because it restricts freedom drastically in comparison to something like Unity.

There are plenty of ways to keep everything simpler (even if it’s just a step by step process how to do certain things) while keeping the freedom that comes with Unity.

If you’re still interested in knowing how to do this, here’s how:

  • Add a canvas as a child object of whatever object you want it to follow.
  • Set the render mode to “world space”.

Because the canvas is rendered in world space, it behaves like a regular object. It’s children will follow it, and it will follow its parent.

The way you want a label to work will undoubtedly be drastically different than the way I wanted mine to work, which would mean a step by step process would get in the way as it can’t cover all possible options. It is a lot better for both of us rather than a step by step wizard to just give us both the freedom to write our own code to do it exactly how either of us wants. That’s not “easy” though.

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Just tried that now. After adding a text object its still really big

But in Unity itself they could still offer tips like: what the canvas does, what the camera does, how to adjust the camera for various things, how to adjust the size of play mode instead of having to maximize it, what happens if you build a level outside of the canvas or in the middle or to one of the sides, etc… there’s so much they can do to make it easy to understand for everyone but they don’t.

That’s what the large number of tutorials are for. You don’t need the engine itself cluttered with it.

3500624--279046--clippy.jpg

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is this what I need to do? https://docs.unity3d.com/ScriptReference/GUI.Label.html

Whoops, I forgot to mention you also need to increase the “Dynamic Pixels per Unit” in the Canvas Scaler script attached to the Canvas as well.

Start here.

we might have different versions in mine its “reference pixels per” if thats the right one what do I increase it to (currently at 100, which I think is the default value)?

It should be directly above this setting and is shown in the documentation here. I’m using version 2018.1

same version we have. here’s what I see on mine (i clicked on the parent canvas) 3500701--279056--upload_2018-5-17_16-8-51.png

I forgot to set it to “world space”. i see it now

I dont get it, look how big this looks lol

You’ll save a lot of time if you just do the UI tutorials.

will it actually have what I need right now the text thing that the player can see but can’t interact with it?