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I started using Unity actively about 2 years ago so haven't experienced the abandoning old features part, which features are you thinking of here? 100% agree o
by formalsystem 6y ago
I started using Unity actively about 2 years ago so haven't experienced the abandoning old features part, which features are you thinking of here?
100% agree on the launch times, it gets nuts even for smaller games - I'm not sure if they're working on this.
Have you tried Unity Collaborate or Git LFS for version control? What other improvements would you like to see?
The Stockholm syndrome comment made me lol, It's just very satisfying to make games with Unity that I'm willing to tolerate/ignore the issues with it.
- zemo 6y agotry using networking in Unity sometime. UNet has been deprecated for years and the replacement is still officially experimental. The networking situation is pretty bad in Unity at the moment.
- MrLeap 6y agoTheir post processing stack has changed like 5 times in the last 2 years, breaking old methods of post processing. Hopefully now that SRP is getting more mature that particular thing will slow down. The videoplayer component broke for a few months. Builtins got pealed out into the package manager and it trivially broke some code. I don't know how long shuriken is for this world (good riddance imo, vfx graph is so much better.) Shadergraph adds and loses nodes every version. If you start a project in the same version you finish it in, it's not too bad. If you upgrade because you want to use a new-shiny, the surgery becomes more apparent.
- Tossrock 6y agoNot to mention IMGUI => UGUI => UIElements/UIToolkit, InputManager => Actions, Animation => Timeline, GameObject/Component => ECS/DOTS, ParticleSystem => VFXGraph, Legacy renderer => Scriptable Render pipeline, etc etc edit: whoops didn't see you'd already mentioned VFX graph
- moron4hire 6y agoUnfortunately, you can't really count on sticking to a single version of Unity. There are so many bugs in the system that you will run into blocking issues at some point, with the only option to be either wait for Unity to release an update that finally fixes the issue, or end-run around them and write a replacement for whatever bugged subsystem you're dealing with. I had a year long dance with Unity around a number of unrelated issues. At the beginning of the year, vLatest couldn't render with anti aliasing on the Oculus Go, no matter the level of scene complexity. That eventually got fixed, bit then stereo rendering broke. That eventually got fixed, but then JSON deserialization broke. That had a work around that doubled the size of my APK and increasef the time per game by 20%, so performance took a nose dive, but at least that was something within the realm of manageable. Unity might be great if you are a raw beginner and you literally know nothing about suffrage development. But it is not a tool that can effectively be used to create quality, stable software that works well on a variety of user systems. If you're already know how to program and you're interested in making great products, you'll be better off leaving Unity behind and making apps without a game engine. I'm done with it. 5 years was enough. I'm going back to WebGL for the little stuff. I'm using Veldrid in .NET Core for bigger stuff. Everything else outside of graphics is ludicrously easy in comparison.