But usually I have a 'DebugLoad' script that has a very early execution order that effectively does the preload screen. And really this is very specific to each game. making sure that what the 'preload' scene does gets done when I play the game in the editor directly from any given level. There does come the issue of testing the game though. Where as if it was in a preload screen, the artist just orders the scenes so that the splash occurs in between preload and title screen. Well now I have to go in and remove the startup stuff from the title screen and move it into the splash screen. but then my artist creates an animated splash screen and we go to insert that. what if I've been developing the game to start on the title screen. The preload scene is more extensible in that I can also stick other stuff in there that I deem necessary as the project grows with out needing to muck about in execution order for it either.Įspecially if I decide to change out the first scene. In theory I could just also use 'execution order' to make sure that my 'startup' script that initializes this stuff runs first on the first scene. Such as singletons/services that I use through out the game. I use the preload scene to initialize anything that is must have to the game. ![]() ![]() It just makes organizing that much easier. I don't know about " must always", but I do always use a preload scene.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |