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I was initially hesitant to use Unity or to give their workflow a chance, but now I have to admit I really love it. I use my own text editor vs. Monodevelop, an
by tolmasky 14y ago
I was initially hesitant to use Unity or to give their workflow a chance, but now I have to admit I really love it. I use my own text editor vs. Monodevelop, and like a truly good visual editor, it really is just augmenting the code experience (you could do everything in code if you wanted). There really isn't that much magic going on.
That being said, I share many of your frustrations, but I think the root cause is that its closed source and not any particular design decision they made. At the end of the day the design is straight forward, but its hard to wrap your head around since you can't easily just look at the code and go "ah ok FixedUpdate gets called right after WhateverFunction, now this makes sense". This is severely exacerbated by bad documentation. Here is one of my favorite examples: http://docs.unity3d.com/Documentation/ScriptReference/Time-smoothDeltaTime.html http://docs.unity3d.com/Documentation/ScriptReference/Time-s... "Time.smoothedTime - A smoothed out Time.deltaTime (Read Only)." Great, no idea why I'd ever want this or what it actually does. In OS land I'd just go to the function, but not such option here.
On the other hand, I have considerable more faith in Unity than some OS tool to be around in the future and to support new platforms. They have a really great track record of this (they've been around forever), and the fact that they make money is more comforting to me than some random group of developers doing it for the love of programming. However, more tools is better, I'm in no way suggesting Polycode isn't cool or shouldn't exist or anything.
- zerr 14y agoCould you please point me to the resources documenting "doing everything in code"? For me, that tool based approach was a deal breaker, didn't care about it's closed source...