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They should have added support for C++ scripting a long time ago, while maintaining equal support for C#. Many if not most of their troubles stem from their fai
by wly_cdgr 4y ago
They should have added support for C++ scripting a long time ago, while maintaining equal support for C#. Many if not most of their troubles stem from their failure to do this. It's ok to be the poor man's Unreal if you provide a platform for your users to gain experience with the language used at the top end of the industry. Putting them in a .NET second class citizen ghetto instead might help lock users in in the short term, but erodes your appeal over time as people see that focusing on Unity limits you to working in the low and mid tiers of the industry
- bluescrn 4y agoHow many Unity projects are really bottlenecked by C# scripting performance in ways that couldn't be solved by sticking to well-known best practices, or using the Job System, or in some cases maybe compute shaders? IMHO, the last thing that Unity needs right now is a new scripting language option and more fragmentation. What they really need is fewer options. Right now there's 3 render pipelines, 3 UI systems, 3 physics engines, 2 input systems, and so on - competing for resources/attention. They've tried to replace so many systems but never quite made it to the point where they can actually remove the 'legacy' versions of the system, for various reasons.