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Totally and completely agree with everything you've said, but the fact that Rider - a 3rd party IDE - has to ensure all these things rather than them being bake
by johnfn 6y ago
Totally and completely agree with everything you've said, but the fact that Rider - a 3rd party IDE - has to ensure all these things rather than them being baked into Unity is part of the problem.
- ezconnect 6y agoUnity is a game engine first, the quality of their product will suffer if they have to teach all their user to program properly.
- johnfn 6y agoI can't understand how this is the case. Unity is a game engine which keeps users mostly by instilling goodwill that it's a productive environment and is saving them time over using another engine or homebrewing one. It would therefore seem to be in its best interest to prevent them from creating bugs where possible.
- DonHopkins 6y agoBut Unity isn't an IDE, it's a game engine. Totally different things. Better for Unity to spend their time and energy on the game engine and editor, not making yet another half-assed IDE. Developing an entire IDE simply isn't in their wheelhouse. While it's a lot easier for somebody like Rider who already has a full blown C# IDE to support Unity.
- johnfn 6y agoThe thing is, avoiding usage of certain functions - like Find, Invoke, SendMessage, etc - does not have to be done at the IDE level. In fact, it shouldn't be, and the fact that Rider has to do these things is kind of a kludge already. These methods should be marked obsolete - or at the very least, they should have docstrings saying not to use them. Observe how the docs for SendMessage don't even discourage its use, for example: https://docs.unity3d.com/ScriptReference/GameObject.SendMessage.html https://docs.unity3d.com/ScriptReference/GameObject.SendMess...
- DonHopkins 6y agoAgain, Unity isn't an IDE.
- bathtub365 6y agoThe Unity editor gives you compiler errors and warnings in its console window. Why shouldn’t it give you these warnings as well? The Unity editor also has lots of features that IDE’s have already, including a profiler, ability to inspect the world hierarchy, inspectors for components on that hierarchy, and ability to pause and restart execution.
- DonHopkins 6y agoHow about a code editor? All IDEs have code editors, you know. Unity doesn't. Because, again, it's not an IDE.