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Its clear that unity have never bothered with world building on a actual game scale. Stuff you notice when you make an actual game.
Have you made...
Unity actually need to make a actual game with their engine. Then they should understand how flawed the workflow is.
I have shifted stance in...
Here are some layers from a actual VR shooter
edit: some of those are no longer used though, like Ragdoll and AI
Building a game on serialized unity events and data bound methods. I can see that break fast :) but yeah it can be cool for smaller projects....
As long as you dont think you get loose coupling out of the box just by using them, then I'm fine with it :)
I don't really see the benefit of having health as a scriptable object. Most often it's used for "stats". For example In our game we use it for...
Never show stuff thats not in the game
We have one place in the game thats fully Realtime lit, rest is baked or mixed mode.
Most of our dev logs are recorded at that place or in mixed...
If that was the worst offense I wouldn't care :)
I have a x570 motherboard (Asus crosshair viii hero)
I run two gen4 NVMe and a 3090 without problem.
In editor mode it will actually be saved. In play mode it will be reset
It all boils down to what you do on your computer but 16 gigs is pushing it on the low side for a workstation.
A scriptable object that only handles health is high cohesion. Not low coupling.
If you cant afford 32 gigs of ram its time to look over your financials :D
edit: 64 gigs is harder though, dual rank and channels etc
I wouldnt go below 32 gigs. No reason to.
We just disabled sales on our game becasue we will focus on marketing our new content update without new players joining too early. Got atleast 50...
You can say it's modular or what ever, but its not loose coupling
No there isn't loose coupling since you reference the object. If you communicate the health change with events then it's low coupling
Its not even loose coupling