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Is it possible to make a fully functional, not a game, restaurant management system with Unity 2D?

Discussion in '2D' started by awaisiscool2, Jul 31, 2022.

  1. awaisiscool2

    awaisiscool2

    Joined:
    Aug 25, 2021
    Posts:
    8
    So I'm familiar that Unity can be used for more than just games. So would be possible to make an actual restaurant management system? I know how to code and know my way around creating UI's. So I know I can actually make a management system with proper functionality. My real question here is if it would be possible to use a printer with the management application to print customers order invoices?
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,946
    Yes.

    There are asset store packages to print stuff, such as this: https://assetstore.unity.com/packages/tools/utilities/printer-plugin-225712

    The real question is, why do you want to involve Unity, as in:

    "What feature does Unity have that you want to use in a restaurant management system?"
     
  3. awaisiscool2

    awaisiscool2

    Joined:
    Aug 25, 2021
    Posts:
    8
    Thank you so much!

    Well I know that using a game engine which updates every single thing every single frame is really not suitable for creating something that only needs to update specific things in specific scenarios. I'm actually going to be starting game development courses this fall so I just wanted to get my hands-dirty with the game engine by trying to do something I already know with it. I know the printing part isn't necessary if it's just practice but thought it would actually be cool to make something completely functional (Even though it'll probably never be used) just for personal satisfaction.
     
  4. Gladyon

    Gladyon

    Joined:
    Sep 10, 2015
    Posts:
    389
    If you want to learn a programming language, I would advise you to create a very simple block breaker game.

    Just have the paddle and ball at first, and make it so the ball moves hit the walls or paddle and change direction accordingly.
    Then add bricks by loading a .txt file or find another way to 'load' levels and make it so the ball can hit the bricks and change direction.
    Then make the bricks disappear when hit, and start adding bonuses (enlarged paddle, multiple balls, slow down ball for 10s, etc.).

    I have found out that a block breaker contain most of the things you'll need to learn a language, especially Object languages as the different types of bricks are perfect to learn inheritance and polymorphism.
    You have also inputs management, file loading/parsing, drawing on screen, some maths, about everything which you'll need to learn about programming.
    And it's fun to be able to play with the thing you've created.
     
    Kurt-Dekker likes this.
  5. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,946
    This... ^ ^ ^ well-spoken @Gladyon !

    ALSO, for OP, jump in with both feet and use these two steps for maximum success:

    Tutorials and example code are great, but keep this in mind to maximize your success and minimize your frustration:

    How to do tutorials properly, two (2) simple steps to success:

    Step 1. Follow the tutorial and do every single step of the tutorial 100% precisely the way it is shown. Even the slightest deviation (even a single character!) generally ends in disaster. That's how software engineering works. Every step must be taken, every single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly, literally NOTHING can be omitted or skipped.

    Fortunately this is the easiest part to get right: Be a robot. Don't make any mistakes.
    BE PERFECT IN EVERYTHING YOU DO HERE!!

    If you get any errors, learn how to read the error code and fix your error. Google is your friend here. Do NOT continue until you fix your error. Your error will probably be somewhere near the parenthesis numbers (line and character position) in the file. It is almost CERTAINLY your typo causing the error, so look again and fix it.

    Step 2. Go back and work through every part of the tutorial again, and this time explain it to your doggie. See how I am doing that in my avatar picture? If you have no dog, explain it to your house plant. If you are unable to explain any part of it, STOP. DO NOT PROCEED. Now go learn how that part works. Read the documentation on the functions involved. Go back to the tutorial and try to figure out WHY they did that. This is the part that takes a LOT of time when you are new. It might take days or weeks to work through a single 5-minute tutorial. Stick with it. You will learn.

    Step 2 is the part everybody seems to miss. Without Step 2 you are simply a code-typing monkey and outside of the specific tutorial you did, you will be completely lost. If you want to learn, you MUST do Step 2.

    Of course, all this presupposes no errors in the tutorial. For certain tutorial makers (like Unity, Brackeys, Imphenzia, Sebastian Lague) this is usually the case. For some other less-well-known content creators, this is less true. Read the comments on the video: did anyone have issues like you did? If there's an error, you will NEVER be the first guy to find it.

    Beyond that, Step 3, 4, 5 and 6 become easy because you already understand!