gonna dl all the current free visual scripting across the game engines like godot etc and see which is best + easiest to make a very basic minimal game
I think Blue Prints is still be best free visual scripting tool out there. If “free” and “visual” are your requirements, then there aren’t really any other viable options.
There’s no reason why a game cannot be fully made in visual scripting without a mess, providing that context is managed properly. IMO the real question is whether boxes and noodles are going to solve the issue that people have with written coding.
I’m quite happy with having visual scripting in Unity, if only because of the flexibility it gives non-coders at a high level, and it’s much more elegant than inspectors. Whether it provides much of a benefit at a low level is yet to be seen.
I fully believe it will be successful because unlike the other visual scripting systems out there this one isn’t trying to be an alternative to just “written code” but is instead an alternative to “written code that involves DOTS”. This is why devs asking for systems that replace MonoBehaviour code are missing the point.
The MonoBehaviour system was never a complex one to write code for meaning the only advantage visual scripting brought was that you didn’t have to work with text, but Unity DOTS is a completely different story as the core concepts behind it are much more advanced than MBs.
Do you mean that the relative gain in usability from written → visual is greater for DOTS code than for monobehaviour code, because DOTS is more complex?
Yes. I tried editing my post just now to hopefully make that clearer. MonoBehaviour doesn’t force anything complex on you unless you want it. DOTS is an advanced programming pattern (ECS) with multi-threading to truly take advantage of it and both of these are troublesome for even advanced programmers.
Sounds likely, I haven’t gone beyond basic tutorials with ECS but it didn’t seem like the most intuitive thing, even if it was logical. I think the tutorial was some kind of hybrid too.
None are replicating C#. Bolt 2 (maybe the VS tool that made Unity give up trying. The creator turned down the opportunity to join Unity) won’t even support interfaces.
But DOTS is a very specific setup. They are not making a generic C# replacement VS tool.
For example, I just got an email from Epic:
I don’t think we will see anything like that from DOTS VS, unless I’m underestimating it. Also, the basic procedural stuff you can do in BP using the construction script, such as auto-sizing fences, etc.
While it’s definitely possible that this is the case to my knowledge they haven’t said or shown us anything to indicate one way or the other. Therefore I’m not going to draw a conclusion until I have it in my hands and I can play around with it.
Everything you mentioned here is editor scripting, and while it’s neat that you can create editor extensions with Blueprint I feel like the people who need a visual scripting system are the people least likely to script the editor.
No reason why they shouldn’t want to though. Nothing better than giving a non-coder the ability to set up their own workflow.
At the moment there’s a lot of poorly or non documented editor API that could do with an overhaul. It’s the best thing about Unity imo, but it’s sometimes not easy to figure out.