Rant 🧵
Me: I just gotta make a overridden timeline clip so I can reference our runtime cameras
Unity:
Rant 🧵
Me: I just gotta make a overridden timeline clip so I can reference our runtime cameras
Unity:
I can't fathom the logic with making all this stuff sealed/internal.
It's fine for abstracting this stuff to be 'unsupported'/'do at your own risk'.
If you're trying to make an actual game rather than than just internal tech demos, you -have- to be able to change stuff.
I've reached the point where, my personal (but professional) opinion
New unity written code is a difficult to solve tech debt liability.
And because they aren't making games with their own tech it's been getting worse at an accelerating pace for some time now.
In less technical terms:
Hi, I'm a veteran developer who's been using unity for most of her career.
I don't recommend it at all anymore. If you're starting out, my advice is to go learn godot and unreal (or any other of your choice).
10 years ago that would have been a ridiculous thing to say. But here we are.
The engine is getting worse, not better. Alternative engines on the other hand are making great strides.
This is the zeitgeist. Do I risk using unity for my next game? Will it be viable by release?
@upmultimedia That statement was very true in the past... now it is less so.
The critical difference is unity is usable but getting worse, more complicated and harder to use. And it's doing so with alarming velocity.
The alternatives on the other hand seem to be improving or at least keeping steady.