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https://www.reddit.com/r/Unity3D/comments/ef8jrh/unity_in_2016_vs_2019/ https://www.reddit.com/r/Unity3D/comments/ef8jrh/unity_in_20... Here's a meme which is
by rozab 7y ago
https://www.reddit.com/r/Unity3D/comments/ef8jrh/unity_in_2016_vs_2019/ https://www.reddit.com/r/Unity3D/comments/ef8jrh/unity_in_20...
Here's a meme which is actually very illuminating. Someone in the comments mentions checklist-driven development, which seems about right. Unity doesn't feel like a complete product right now, it's full of systems which are either incomplete and badly documented or outdated and buggy.
- iamwil 7y agoI often wondered if that's the curse of building a horizontal product where you're trying to satisfy multiple types of users with different jobs to do (typical in enterprise products) Or if it's just an inherent complexity in the actual job. Or if it's an issue with management and product managers that can't decide which users to service, so they do the easy, but wrong thing and try to service them all.
- vanderZwan 7y agoConway's Law (which of course is not really "law") would suggest the last option is the most likely. Given that other game engines don't really have this issue the other two options seem less likely to me too. [0] https://en.wikipedia.org/wiki/Conway's_law https://en.wikipedia.org/wiki/Conway's_law
- FartyMcFarter 7y agoUnity does have a lot of offices in different cities, maybe you're on to something.
- vanderZwan 7y agoOh, really? That can't be good for development. Other companies at least have different projects for different teams but since Unity is really one big umbrella project that is bound to get messy with that set-up