I am relatively new to unity and was digging around on various tutorials for a bit and noticed that most people in their tutorials seem to use scenes for specific states instead of various game states as us you would in C++ and DirectX. For example from what I can tell they have a Main menu scene, a game scene, and a end game scene instead of your standard Game State system where you have a CMainMenuState and a CPlayingState that derived from a base state. So my question is what are the reasons for this and is their more overhead from having multiple scenes. Also if anyone can point me in a direction that uses a statemachine to change game states in unity In I would appreciate it. I appreciate any feedback thanks everyone.
If you develop a menu scene, for example an options
menu, you may have extra work later
if you want to have the user be able
to adjust the options while the game is playing.