It’s also true that recent versions looks better, and of course the overall functionality of Universe and support of Antares team are excellent.
Anyway, I am sure that ‘I am da Bawss’ and I did not want a circus in our work environment.
It is not about random colors, or a different color for each class, but colored by top-level function that helps to understand what the code does at first glance, and also differentiate a graph from each other, forming you thus a better mental picture of the whole project.
Your first test looks nice.
However, I must say, soon, for my next project, I hope to begin testing Universe, and then the most important thing will be the learning curve.
Personally I think is critical there are adequate tutorials and they are the first thing you find when you approach Universe.
So far I thought I saw tutorials explaining individual features, but I’m not sure I’d seen a set of tutorials to go from the basics.
There exist already such tutorials?
In general, I can’t teach about Unity fundamentals better than Unity Technologies
May be. But currently, I just have no free time for it. Sorry for all.
Eh! I mean Universe fundamentals, not Unity’s.
I’m already using Unity, but maybe even for people not using Unity, Universe could be a start point, and hopefully, unique script system needed…
I guess he meant everyone whose creating gameplay events must to know Unity’s fundamentals anyways and Unity’s fundamentals are exactly the same of Universe’s ones. Those basic knowledges are needed even for smaller tools like PlayMaker.
As I see in Universe’s community, no one there is totally new to Unity so thats why in all tutorials they assume that you know how to create some logic by yourself. And those logics, people get easily into Unity’s docs.
Maybe a simple guide, patiently described and using some graphs, about the overall aspects of what a node is could help many people.
What are inputs, outputs, links, In variables, Out variables and so on.
I think whats really needed for designers like me is a discussion of unity architectures in normal coding and how to transfer those to universe most efficiently.
I mean a discussion of messages, and variable groups.
It might be nice to talk about when to use some of the iterator or logic blocks.
I also get a bit confused with the set variable value nodes sometimes, with inputs and outputs.
This said, the recent tutorials neodrop has been putting out have been great, and I have been eagerly waiting for them and rewatching them.
Now, the colors of the Containers can be changed in Runtime too (for debugging purposes and convenience). Universe never stop on first short step.
Yet in russian, but will be translated soon.
It don’t ceases to amaze me how quickly you respond to any question raised by any user, no matter how silly it is
There is no comparison with any other software I’ve used.
Congratulations.
Just because the Universe is my primary working environment for Unity.
Many month, I open Microsoft Visual Studio (professional C# code editor) only for work in depths of the Universe. All what I do in Unity projects, I do in my Universe.
This is very nice… I just fired up Antares again and I love it… still learning about it… and if UT is seeing this, hire this guy, NOW!! And with the camera node, that should be awesome… I am about to set up my fight camera to do the usual zoom out effect when two objects move back from each other…