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BenJoe

I have to go back to Unity for work purposes and now trying to refamiliarize myself with the editor and C# scripting after half a year of pure Godoting.

Nice to see that an empty project still takes 10 minutes to open, script reloading for minor changes still is too long and that the LTS version crashes when you rename a script folder outside the editor. It's not like it's 2024 and most those problems are solved by all other major engines or something...

@BenJoe Yup, I feel the same way. My bills are paid working on Unity contractual stuff. But if it wasn't for that, I would be 100% never loading unity, except to download and export my accumulated 3d assets library that is stuck in their asset store with a dumb only through their editor package format.

Outside contractual work, we are a team of 2, and unity slows us down. Unity used to be very good, but has since bloated itself out into some silly amount of reloading or rescanning assets, etc.

@BenJoe It's frustrating because under all that is still a very solid, very fast engine for mobile dev and what was intended to be quick iteration. Godot and others all still require a lot of sacrifice compared to the massive feature/platform target Unity has. And then you try to use Unity and all the features now require LTS latest and the editor experience itself just coughs on the technical debt of dozens of "maybe we can do this too" or old versions of rendering, etc. Too many cooks.

@BenJoe Honestly if Unity would just start over and rebuild a sensible editor experience again, with that original mission of "normal user can use this editor to do work/make things", they could save themselves and salvage all the amazing efforts underneath. Instead they are focused on adding even more features which just results in even more checkboxes that can fail game publishing certification or break your game for being deprecated. Cause investors. It makes me quite sad.