I am planning out my first “real” test project with Unity. I’ve been reading through the docs, examples, etc and the code structure, etc seems fairly straight forward. What I am having trouble finding is more on “best practices” for how and what certain options are used for.
Coming from a background of Director/Flash development (time line), Javascript (HTML/Page type setup), and web programming (Classes, and a “page” model). In most of these there would be a separate page or marker in a time line for each step below, but I don’t quite get how Unity best handles these.
In the docs I have found references to scenes, GUI, levels, etc and am not sure the best approach to take to building something roughly like this…
The program starts on a splash screen. The user clicks and goes to a menu.
Screen 2 - (Should this be a separate scene?) - Simple menu choosing load, Easy, Medium< Advanced. I assume the GUI would be best used here, but again, is this a scene?
Once they play the puzzle would use the same base code but each level would just load up variables to describe it. IE obstacles, speed, etc. While these are “levels” I am no sure this really fits with Unity’s intent on levels. Can a level simply be a scene of sorts with an empty game object on screen with variables set to instantiate the variables and objects, or is this intended to be more of a mass of assets?
Thanks for any pointers. Just don’t want to over complicate or box myself into a corner with this.
-Chuck