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Couple of questions regarding legacy BT and BT pro

slipyfrog

Member
Hi Justin, congrats on the launch . Super excited to get going with BT pro at some point in the near future. For now, Just a few questions:

We have been using BT legacy in our project for 3years and there is a lot built on the legacy BT. Can I run BT legacy and BT pro in the same project? Migration would likely happen piecemeal as not to regress features.


How much more performant use Pro? We are looking at ways to scale our unit count from 200 units currently and BT pro seems like a possible solution for this. It’s a colony city builder game. Would Pro give use additional performance? Do you have date on how much it performa compared to legacy?

Does the use of DOTs or burst increase compile time? This is always an ongoing battle and just wanted to see if there was any additional over head as our iteration Time is already slower thank we’d like.

Thanks for any insight here. looking forward to using/purchasing pro soon.


Wes
 
Great to hear! Have you already released your project? I'd love to see it :)

We have been using BT legacy in our project for 3years and there is a lot built on the legacy BT. Can I run BT legacy and BT pro in the same project?
Yes, you can.

How much more performant use Pro? We are looking at ways to scale our unit count from 200 units currently and BT pro seems like a possible solution for this. It’s a colony city builder game. Would Pro give use additional performance? Do you have date on how much it performa compared to legacy?
This is really hard to say because there are so many factors. With that said, if you are creating pure-ECS tasks then you will easily be able to do 200 units. If you are using GameObjects then those are definitely slower than ECS tasks but it is still quicker than the original.

Does the use of DOTs or burst increase compile time? This is always an ongoing battle and just wanted to see if there was any additional over head as our iteration Time is already slower thank we’d like.
Burst does increase compile time, but everything is in its own assembly definition so will only trigger if you change that code.
 
Thanks for the details.

We're just engaging publishers now. it's a tough time in the industry but we're hoping we can find some success. If/Once we secure funding and a proper production window, we'll look to do the integration of Pro (especially to scale out the late game as we would like more units that we presently support).

I'd be happy to share once I am able to (it might be sooner rather than later if there is no interest from publishers over the next few months :) Having said that it is a market viable concept that should peak interest.

Thanks again for all the help and the great asset over the years. We couldn't have gotten this far without asset developers like yourself and the support you provide us.
 
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