Continuing the discussion from Copy paste from scene to scene?:
scene management and entity reuse are always challenging problems
compare Unity Prefab, Unreal Blueprint, Stingray Entity.
Unity group gameobjects by hierarchy, user can build prefab from any node. If a new prefab contains another prefab as a sub tree, sub tree will break link with it’s original prefab.
Unreal group actors ( gameobjects ) by folders, actors are leaf nodes in outliner. unreal not only using decorator pattern, but using Inheritance. User can inheritance an actor and add some new component on it. Child actor cannot remove inherited components.
Stingray group entities and units by layers, can not link units in editor (can do it by lua script). Currently stingray cannot create entity. Unit need to build form a mesh, all unit behaviors need to driven by code or unit flow graph.
Unity can add component and script to any gameobjets you want. Unreal only allow to attach scripts on actor root, and Stingray too.
Unity don’t have a root script entry point in a scene, both Unreal ( GameModeScript ) and Stingray ( lua Appkit ) have.
Unity can make quick prototype, but will get lost in complex scene
Unreal can handle large projects, but hard to start up
may be Playcanvas can have all good side:
I find Playcanvas scene have a interesting object called root and have full entity function. Is this means a scene, could be looked as an actor in Unreal ? – except no root motion etc…
And, in a scene, the operate logic are nearly the same as Unity. – even better because root node and (may be) depth first hierarchy update
Why not let the scene as an asset ? When Instance a scene A in scene B, Keep the scene A as a whole !
let scene management panel go, just publish primary ( intro ) scene.
Maybe Playcanvas not born to support the scene as an asset. But large level need the similar feature too, for example some game level need Unreal World Composition to handle or rely on Unity’s latest feature UnloadScene().
After peeking some playcanvas engine source code, looks like i am thinking too much … Space Buggy Project use main script done game scenes management job very well. The downside is just not very straight in editor