700 nodes with random interdependencies is better than 700000 objects with random interdependencies though ;)
PS: I'm kinda surprised that a shipped Unity game contains that much human-readable information for reverse engineering. Is there no symbol stripping in .NET?
> PS: I'm kinda surprised that a shipped Unity game contains that much human-readable information for reverse engineering. Is there no symbol stripping in .NET?
I'm pretty sure Colossal Order (the developers of the game) purposefully makes the game easier to decompile (or at least doesn't employ methods to make it harder) as modding is a large part of the game's community. They want it to be easy to mod.
From my experience (both writing games and reading released/leak code) it is usually 70000 objects of well intentioned code and then one hundred thousand lines file player.cpp with all the spaghetti logic added just before deadline.
I've experimented with ECS before and it allows for much nicer decoupling.
PS: I'm kinda surprised that a shipped Unity game contains that much human-readable information for reverse engineering. Is there no symbol stripping in .NET?