I am used to having object banks for scenes, and putting them together using parameters. In unity the same is true, except this:
[GameObject] ----CONTAINS—> <OBJECT_CLASS> ----CONTROLS -----> (Object_SubClass_Reference| GameObject_Reference_T:eyes:ther_Object | Reference_To_GameObject | Variables_In_THIS_ObjectClass | A_Reference_To_A_SpecificComponentCalled_In_Another_GameObject_Which_Must_Be_Stored_Again| etc)
I must not be looking at this the right way BUT I am viewing the scene objects and classes as basically an island or container. I hate viewing this, this way. I cannot seem to get my mind around managing a bunch of islands containing parts I need. I’m used to seeing a class or object as a reference to its parts or subclasses. Maybe its just an imaginary mental block when it comes to accessing and declaring whole objects.
Do other game engines use things like GetComponent for everything? I thought you could declare references within subclasses a whole bunch of ways.
I’m not sure I like this reference stuff.
I’m used to like, taking a genetic class, and directly accessing a variable that I have given it and working with it.
But now the classes are gameobjects which hold scripts(the class), and arent gameobjects themselves. This is very confusing to me.