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I got stuck into a few unity projects recently, and I've been surprised how poorly documented and undiscoverable things can be. Why is the whole rendering pipe
by jamesu 6y ago
I got stuck into a few unity projects recently, and I've been surprised how poorly documented and undiscoverable things can be.
Why is the whole rendering pipeline stuff such a mess? I've bumped into far too many unexpected gotchas because a pipeline doesn't support a particular feature, or it renders stuff in such a way which isn't clearly documented. And whats worse is there is no real easy way to debug it since there seem to be no in-built debug tools for rendering.
Also their webgl implementation is terrible if your doing anything more advanced. Often I'm scratching my head trying to figure out why something suddenly doesn't work, only to find out for some reason it's still using old resources. And I'm often working around yet more undocumented implementation details like render targets getting their alpha channels wiped somewhere in the spaghetti code rendering pipeline.
It strikes me that there is a real big gaping hole in the market for something like unity but which has a flatter, more comprehensible system. I think there is some hope godot will be that, but I don't think its quite there yet for some scenarios (like their webgl implementation being even worse than unity).
- rr_aa 6y agoUnity does have built-in debug tools for rendering, I'm not sure what leads you to affirm the contrary? Or do you consider the exisiting tools to be unsufficient for your needs?
- jamesu 6y agoMy main issue at the moment is they don't work in webgl, where the rendering is sufficiently different enough that it differs from what generally happens when you run in the editor. The built-in "Frame Debug" tool for me is very glitchy and doesn't really give very good information. So 99% of the time for me, it's basically as good as having no tools.