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Re:Godot Engine – A decade in retrospective and future by rozab on Wednesday January 01, 2020 @03:00PM (#21930172)
https://www.reddit.com/r/Unity3D/comments/ef8jrh/unity_in_20...

Here's a meme which is actually very illuminating. Someone in the comments mentions checklist-driven development, which seems about right. Unity doesn't feel like a complete product right now, it's full of systems which are either incomplete and badly documented or outdated and buggy.

Re:Godot Engine – A decade in retrospective and future by iamwil on Wednesday January 01, 2020 @03:17PM (#21930296)
I often wondered if that's the curse of building a horizontal product where you're trying to satisfy multiple types of users with different jobs to do (typical in enterprise products)

Or if it's just an inherent complexity in the actual job.

Or if it's an issue with management and product managers that can't decide which users to service, so they do the easy, but wrong thing and try to service them all.

Re:Godot Engine – A decade in retrospective and future by vanderZwan on Wednesday January 01, 2020 @03:59PM (#21930593)
Conway's Law (which of course is not really "law") would suggest the last option is the most likely. Given that other game engines don't really have this issue the other two options seem less likely to me too.

[0] https://en.wikipedia.org/wiki/Conway's_law

Re:Godot Engine – A decade in retrospective and future by FartyMcFarter on Wednesday January 01, 2020 @06:07PM (#21931398)
Unity does have a lot of offices in different cities, maybe you're on to something.
Re:Godot Engine – A decade in retrospective and future by vanderZwan on Thursday January 02, 2020 @03:21PM (#21939377)
Oh, really? That can't be good for development. Other companies at least have different projects for different teams but since Unity is really one big umbrella project that is bound to get messy with that set-up