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Unity scene organization (Forums : Development Banter : Unity scene organization) Locked
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Jul 29 2015 Anchor

How you organize your scene in Unity 3D?

Mine bloated with development and seeking something become difficult.

Aug 2 2015 Anchor

Create empty game objects and parent similar object underneath them. Similar to any file system!

I usually end up with one "SceneManager" object that has the most important stuff (like the camera, possibly the player, whatever object is playing the music) parented to it, and a "Level" object with all the objects and geometry of the level, but do what makes sense for your game!

Aug 5 2015 Anchor

Thank you. I will redesign my levels for better readability. Do you organize managers also (in MainManager i.e)?

Aug 5 2015 Anchor

I've tried different approaches organising managers and they have their advantages and disadvantages: One option is to have one game object with many manager-components attached to it. The nice thing about this approach is that it's very easy for the different manager-components to talk to each other (you can easily grab them e.g. in Awake() using GetComponent<ClassName>()). The thing that's not so nice about this approach, however, is that it can get a little messy in the inspector if you have a lot of managers that have a lot of properties.

So the other approach is to have one parent object (possibly also a "manager" that manages the other managers) with one child game object for each manager component.

Aug 10 2015 Anchor

Thank you. This is very helpful. Visual and logic architecture must be in coherence. I'm always bugged by unity messy approach to logic development.

This has power of freedom, but if you have no established working process, figuring it out can be difficult.

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