1/4
The only #Unity specific thing I needed to do today for #Asteroidians was to serialize a Guid in a ScriptableObject (The rest was all raw C#)

Unity refused to do this for me, which is really dumb because internally unity uses and serializes Guids for tracking project files. (It's what they're for! Unique identifiers!)

I managed a workaround (string) but it's the little engine frustrations that make me want to leave even more, on top of my mistrust of them as a company.

#gamedev #indiedev

2/4
I seriously don't understand their logic on why they would not have that. Its like #Unity thinks their users are incompetent or something?
"Our users are ONLY going to use OUR classes and tools! No support for anything else in .net!"
Which is true, by default Unity cant display or interact with any other collection types other than builtin arrays, unless you pay for something like Odin Inspector, which does a lot of Unity's dev job for them.

#gamedev #indiedev #rant #unityengine

3/4
Honestly if it wasn't for #OdinInspector by Sirenix, moving away from #Unity wouldn't be so hard for me.

In fact, #Asteroidians wouldn't be possible in Unity (or at least very challenging), because I use custom fixed-point numbers for determinism. At the same time, I absolutely HATE having to use unity without Odin (eg when I #freelance)

If unity the company wasn't going senile, they would learn from their own community general engine improvements and QoL

#gamedev #indiedev #rant

4/4
There have been cases in the past where #Unity has bought out third party paid assets and made them an official free part of the engine (most notably #TextMeshPro and #ProBuilder) but it has been many years and my hope that they would do this for #OdinInspector is gone.

Honestly as a long time user and being #selftaught, I could go on and on about Unity and their questionable decisions over the years, but I'll close this #rant here for now.

#gamedev #indiedev #unityengine