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I guess the point I was failing to make is that Unity has a percentage of developers that have grown up around the architecture. Perhaps they started in Javascr
by appstorelottery 7y ago
I guess the point I was failing to make is that Unity has a percentage of developers that have grown up around the architecture. Perhaps they started in Javascript, and ventured into c# when it was depreciated - but the object model of unity - I postulate - is a pattern well ingrained into developers minds. The new ECS architecture is stumping many old-school developers that I know - because it’s just so different.
Don’t get me wrong - I don’t have a huge love for Unity. It’s just I’ve been using it for such a long time. For some retro game projects I’ve used C++ and XNA - which is great fun - but if you ask me to consult on a 3D title that needs all the bells and whistles, Unity is my skill set.
I’ve tried a few times to learn unreal, it’s rendering engine is fantastic - but maybe I’m getting older - but it didn’t grab me.
Again, I’ll reiterate I’m not a unity fanboy - many times I’ve found myself at the fringes of what’s possible - doing things in Unity that break it in ways the support team has never seen. It’s a pain in the proverbial. It’s bloated, it has a render pipeline that has become so amazingly complicated, and when something really doesn’t work because it’s a problem deep in the engine - it’s an absolute nightmare. For example, recently I had to port a project from another language - a 2d retro game that needed to run a 60fps solidly. You’d be amazed that Unity can’t do this without doing timed Co-routines outside of it’s traditional Update() function. That blew my mind. Unity has become so amazingly complicated that it’s at times extremely painful. I was, however, an XNA fanboy before Microsoft discontinued it. However that’s another story altogether...
Jeez.. you called me a fanboy and I went on a rant... soft spots ;-)