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Comment by overgard

One of the most infuriating things about Unity is they tend to deprecate/stop maintaining working things even though the replacement is still in preview and/or not ready. It puts you in this awkward situation of, ok, do I develop against this stable thing only to have to replace it in 6 months, or do I do Unity's beta testing for them and waste a ton of my time dealing with their bugs?

The other thing I really dislike is that quality of life improvements in the editor are necessarily bundled with engine updates. With IDEs, usually I can use a newer IDE with an older version of the compiler in something like C++ or Java. But with Unity, if I want the editor enhancements I have to upgrade /everything/, and it's almost assuredly not backwards compatible, a bunch of things are going to break, and half my plugins are going to struggle. It seems like the only realistic way to use Unity is grab a LTS version, and then never-ever touch it until the project is done.

Also, while I'm generally a fan of C#, I think it was somewhat of a poor choice for games. When I was working in Unity professionally a few years ago I remember we would write code in such a way to avoid creating any garbage for the GC. But that meant that most of the nice features of C# were verboten -- no LINQ, only using certain types of loops, etc etc. Maybe the situation has improved, but it seems like there were better language choices.

parent overgard 4 years ago

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