People who design APIs. I am begging you. It doesn't matter how "simple" or "intuitive" or "elegant" your API is. You need to include sample code.
Another thing I am begging of people who make APIs: When you include sample code in the docs, include the "using"/"use"/"import"/"#include" statements. Please. Please. I just pasted this inline sample code https://mlem.ellpeck.de/articles/ui.html#setting-it-up into my hello world program, and it's failing because the symbol "UntexturedStyle" could not be found. "Are you missing a using directive or an assembly reference?", asks dotnet. Yeah, probably?? because you didn't tell me what using directives I needed?!?
MLEM.Ui | MLEM Documentation

"But it's obvious" I'M READING THE "GETTING STARTED" DOCUMENTATION. OBVIOUSLY I HAVE NO BASIS FOR COMPREHENDING WHAT IS OR ISN'T OBVIOUS
One other recurring thing that makes me tear my hair out in documentation: You document the type of the argument/variable/return value, but you don't document the *units*. Okay, so it's a rotation. But is it in degrees? Radians? [0.0, 1.0)? Is this time parameter in seconds, milliseconds, nanoseconds, CPU ticks? What direction is "Z"?! What is the handedness of your coordinate system?!!
Did you know it's common for VR gaming APIs to specify units in meters? Like actual, physical, literal meters? Like draw a cube of size 1.0 and you can get out a tape measure and peek out the little gap between the headset and your nose and the cube is one actual meter wide? Doesn't that make sense? Would you have *ever* guessed that if I hadn't just told you?
@mcc yes, I would assume that all graphics/simulation stuff used meters as their units unless explicitly specified otherwise
@porglezomp @mcc yeah, metric, right?
@ehproque @porglezomp @mcc even living in the US so not in my everyday life, all the 3d software I’ve used has had metric coordinate systems, like for their default physics engine settings.