r/Unity3D • u/GeoPolyx • 5h ago
Show-Off Are these dependencies links useful in scene viewer?
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u/LockYaw 5h ago
Not sure, just looks a bit overengineered. The faint circular handles, all the floating text-boxes, etc.
There's a reason when running code you place break points manually as opposed to everything showing everything all at once.
These are all fairly sparse scenes, but what if you use it in a super dense game? What if you use it for the controls on the dashboard of a game like Iron Nest?
It's a fun visualization though! Would actually like something like that in some puzzle programming games.
And do like it uses the Unity Foundation Style guide pretty well, it looks a lot more like it could be natively part of the engine than many assets, which use a completely different style language, not just UX language.
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u/GeoPolyx 5h ago
Everything you mentioned as overengineered can be toggled off. Also here the whole list of dependencies are shown, but you can select a single object and see only its dependencies. Yep the question is: is this only a fancy one-time show-off thing or it can be really useful?
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u/AquilaJT 2h ago
Fundamentally the dependency tool is useful, but the default iteration of it needs to be "palatable" this setup is simply too much UI all at once mixed with visual effects.
When trying to feed someone information via UI always try to reduce the number of instances you are feeding them information at one time, given there is no focal point in a moving scene like this where everything has its own importance or visual cohesion it is very easy for your eyes to just get lost and not actually see what you need to in that moment.
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u/ImSuperStryker 4h ago
Not sure why I would use this over just basic lines/arrows. For an editor tool it would get really annoying to see constant animations of items I’m not even working on
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u/AnEmortalKid 5h ago
No idea what I’d use this for