Full notes
Full Bunny Eureka update
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What changed
- Performance
- Gameplay
- Fixes
Bunny Eureka changes
Feature Updates
The island can now host one thousand Bunnies. Just open the Invite panel and drag the slider. No conditions. No quests. Just… Bunnies. A lot of them. I still don’t know what players’ computers will do with this. If most machines explode, I’ll cap it back to 100. On my computer, one thousand Bunnies runs at 60–70 fps.
Added a visual debug panel. The pig, bird, and some items are temporarily removed. They may return someday if they behave.
This update is a massive rewrite using ECS.
Please report bugs or ideas. It will genuinely help.
If 1000 Bunnies melt everyone’s PC, I’ll dial it back.
Thank you!
The Unnecessarily Long Dev Diary That You Really Don’t Need To Read
You probably didn’t expect another update.
I didn’t either.
I thought I had reached the end of ideas. The game felt like a tiny island with tiny Bunnies and tiny possibilities. Then during the refactoring process, when I noticed I could add more NPCs without slowing the game, the thought arrived: what if there were… one thousand Bunnies? Suddenly everything felt fun again. Visitors! Farmers! A chaotic sea of fur!
The previous limit was 33. Anything more would slow the game to a crawl. The game simply gave up.
I wanted to write a long explanation of the new debugging tools, the plant-growth numbers, Bunny paths, multi-plant watering… but after months of wrestling bugs, my brain melted. I just wanted to ship the update and have a really long, proper sleep.
I really look forward to your feedback. Developing alone is extremely lonely. I am fueled entirely by comments and snacks.
A Story of Overconfidence and Tears
I once thought I “understood Jobs.”
Turns out I was still lost at the foot of the mountain, before the ticket booth.
Sometimes I wanted to quit. But players said the game needed better optimization.
It’s not that I didn’t want to optimize. I simply… couldn’t.
So I cried a bit, got back up, and kept climbing. If I didn’t fix this, the next game would be slow too, and future reviews would roast me even harder.
Many Days Later
During a conversation where I complained about DOTS, someone told me Unity DOTS “shouldn’t be slower.”
I was offended. Professionals always assume amateurs make silly mistakes. How dare they ⊂((・x・))⊃
But five minutes later, I realized they were right. The slowdown was caused by my own logic error, not DOTS, and I fixed it immediately. Wow, experts really are experts. They have a good eye for identifying the real problem ♪( ´θ`)ノ
Experts are terrifying like that.
Thanks to your encouraging comments, I didn’t delete my previous post and hide forever. Instead I kept learning. That took longer than I expected. Somehow half a year vanished. Time really flies. Human lifespans are too short for ECS tutorials.
Many Days Later (Again)
Exporting the game used to take 3 minutes.
After I moved it to Jobs, it took almost an hour.
I restarted. I upgraded Unity. Nothing helped.
Then suddenly, after another Unity upgrade, it worked.
Yes, the engine version is no longer LTS. I now constantly update Unity to the latest version.
So I studied ECS again, properly this time.
People online love to say “With that much perseverance, you can succeed at anything.”
Allow me to demonstrate the opposite ⊂((・x・))⊃
I spent painful months learning, and in the meantime rewatched a lot of TV dramas dozens of times, analyzed the protagonist, looked up historical controversies, and rewrote everyone’s destiny in my notes. Everyone has a happy ending in my rewritten stories. Everything progressed except my actual learning.
Whenever I opened the engine and saw a wall of errors, my soul left my body.
I built visual debugging tools just to understand what was going on. You can open them too in the top-right corner. They are strangely entertaining.
I kept telling myself: you don’t need to rewrite this, nobody plays the game anyway.
But if I didn’t finish, how would I know if I truly understood?
Many Days Later
After rewriting everything, performance dropped from 80 fps to 38 fps, and I regretted everything in life.
But while testing, the framerate climbed back up to 60 after another plugin update.
Maybe it wasn’t my fault. Maybe it was the plugins.
Hope returned.
Then I updated another plugin and the entire project exploded.
Endless errors.
I reported the bug. Someone else reported the same issue. Misery loves company.
Another plugin failed so catastrophically that even an empty project kept throwing errors.
Git couldn’t save me. I had to message the developer.
They fixed it in three days. A hero.
At this point I realized I should never have used brand-new technology as a non-expert, because the newest things don’t have enough help information online for beginners.
But it was too late to go back.
Many Days Later
Every time I thought the update was ready, something else caught on fire.
I stopped watching TV and started reading tragic historical biographies. Misery pairs well with ECS debugging.
Editor performance was down from 90 to 78 fps. Exported performance might be terrible. Maybe someone will accuse me of using their CPUs to mine coins.
Many Days Later
Someone told me editor fps is inaccurate, and only exported builds matter.
The old build had 140 fps.
The new build has 150 fps.
I screamed.
The rewrite wasn’t for nothing.
Maybe I could even reach 100 Bunnies.
Maybe… more.
(For the record: HDRP runs best on mid- to high-end PCs. I’m only one person. I can’t optimize for every device.)
Many Days Later
It turned out I could push it to 1000 Bunnies.
No idea how that works on your hardware.
We will find out together.
I also prototyped Bunnies that talk. They said cute things while working. Adorable.
But then 1000 Bunnies waving their tiny paws in Brownian motion turned out to be even funnier, so that idea was shelved.
Every time I prepared to release the update, a new bug appeared.
I was afraid players would forget the game entirely at this rate.
November 30
Work-finding AI became slow. Bunnies stood still for 10 seconds, looking stupid.
But they are very smart and cute Bunnies.
So I rewrote the entire job-search system again.
If you’re curious about the logic:
Bunnies do their main job first.
If there’s no main job, they help with other tasks based on priority.
Tasks they already attempted get lower priority.
Impossible tasks are ignored. If there’s no well, they simply can’t water plants.
Some queries use class data, others use Entity queries.
Some tasks can cover multiple targets at once.
Recent tasks have cooldowns so all Bunnies don’t mob the same carrot.
Writing this made me question all my life choices.
But watching Bunnies run around made me happy again.
The world is chaotic, but the Bunnies are always cheerful and taking care of their tiny vegetables.
At Last
I tested everything.
No major bugs found.
The build runs.
I clicked Publish.
Bunnies are happy.
I am happy.
Thank you for playing my strange little game.
If you have time, please leave some feedback.
Source
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