Closed michaelsakharov closed 5 months ago
Love it
The more I think about this the more complications come up
At least for now I think this is outside the scope of the project :(
:( okie, at least I can access the physics engine directly without using gameObjects :P
Removing Transforms on Gameobjects is becoming a bit confusing, it's weird to use and it's not particularly fast with things like Inheritance.
So after some pondering, we have another idea We Leave GameObjects as is like in unity, instead of optional transforms, we move Scene stuff to a SceneObject which GameObject inherits. A GameObject is just a fancy SceneObject with a Transform and a Component List.
Then you can in code Inherit a SceneObject and implement your own, much like a ScriptableObject. That way if you want like a Game Manager and it doesn't need a transform, you can implement it as a SceneObject This also prevents it from being turned off/on, can remove the need for Layers/tags, and so on, all that is specific to GameObjects