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Re:What Unity Is Getting Wrong by _bxg1 on Friday May 22, 2020 @11:17AM (#23273025)
I'm a programmer, who feels most comfortable writing code, so that was the route I took, and that route ended up being inaccessible. I've also heard that you can't really do everything for an entire game in just blueprints.

Unity's C# scripts on the other hand - despite all of the engine's problems - are incredibly straightforward to write, set up tooling for, build, plug into a project, and you can use them to control everything from game logic to the editor to the rendering pipeline. This is Unity's greatest strength, IMO.

Re:What Unity Is Getting Wrong by ohgodplsno on Friday May 22, 2020 @11:38AM (#23273245)
>I've also heard that you can't really do everything for an entire game in just blueprints.

I wouldn't do networking in blueprints. But for your core gameplay ? It can absolutely do anything you want.

Re:What Unity Is Getting Wrong by rr_aa on Friday May 22, 2020 @12:03PM (#23273518)
You can do anything you want if you are into managing a huge spaghetti node system. Sometimes its more efficient and especially flexible to be able to write code, and easier to maintain, update and edit.
Re:What Unity Is Getting Wrong by pjmlp on Saturday May 23, 2020 @04:47AM (#23281253)
Same would happen with code if best practices aren't taken into account.

Blueprints provides the tooling to package stuff into re-usable components, exactly to avoid spaghetti code, just like in most graphical programming languages.