Hello. You see here a piece of library code that aims to put some heavy opinion into Unity, in terms of how you will be setting up your game code and data structure and workflows.
This is taking all the leaves out of Unreals book and you see me, trying to make that work in Unity so it will make sense and give the user the benefit of a structured and well defined execution path from boot to destroy, while at the same time not completely working against the strengths that Unity has on offer.
What I'm doing here is a very naive implementation of a very small subset of Unreals game framework, re-imagined for Unity. Conversely this code may or may not change in inconvenient ways in the future.
- Single player games
- Big single player games
- Small single player games
- 2D or 3D, doesn't really matter
- Networked games. I have plans for that but currently no time.
I'll eventually put together some documentation on how to work this code. If you're curious, it's not super complicated to figure out.
Look at the GameInstance class which has an entry point for the framework defined.
It's used to bootstrap a World and from there a GameMode.
You define what exactly those are in the BroilerConfiguration class which
is a ScriptableObject that contains all the necessary details to bootstrap a game.