At 1/28/23 07:36 PM, 23450 wrote:Unity has lot's of problems as a company. But they've got a strong product that continues to see wide adoption.
outside of the mobile space, sentiment on unity's been dropping a lot, games just take a long time to make and people end up locked into the tools they use if that's what their team gets used to, plus Godot is becoming a real alternative now
my big issue with unity is just that it kind of lacks canonical, production-quality ways to do a lot of necessary features like input, rendering, networking, ui, etc. Canonical meaning, there's one right way to do it and everything can rely on that being part of unity, and production-ready meaning you can ship a commercial game with all the features users expect right out of the box. Instead you get like, 3 different rendering pipelines that are somewhat incompatible with each other, 2 different Input systems (the new one is definitely better but also a separate package and quite complicated), networking support that is still in limbo, UI missing some pretty basic widgets (and having like, 5 different UI things), etc. Means you have to rely on the asset store to fill in the blanks here, and with so many different ways to do stuff plenty of assets are just broken if you aren't using the one they were made on. it's a mess
plus all the performance issues and "reimporting assets (5 hours remaining)" stuff
anyway they fired the team that was making a game internally so they could understand the needs of devs better, because "they learned all they could and actually finishing the game would take too long", so hope for real improvements here is nil