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How 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 t
by bluescrn 4y ago
How 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.