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Re:What Unity Is Getting Wrong by bullen on Friday May 22, 2020 @12:04PM (#23273540)
The only thing that Unity provides that has any chance of saving you time is the skin mesh animation = FBX or Collada to Mech Anim pipeline.

If you don't need that you should _never_ even consider using Unity.

If you are not interested by the underlying tech of any category of computing, you are not a programmer.

Re:What Unity Is Getting Wrong by astroalex on Friday May 22, 2020 @01:04PM (#23274335)
> If you are not interested by the underlying tech of any category of computing, you are not a programmer.

I don't know much about Unity, but this gatekeeping ruins your credibility. It might very well be that writing your own game engine is faster than using Unity, but I actually believe that _less_ now after reading your comment. Your argument seems more pride-based than fact-based.

Programmers specialize based on their interests, and that's a _good_ thing. If we didn't have specialization, nothing useful would ever get done. Mistakenly choosing not to leverage prior work in design space[1] can come at a very high cost.

[1] Borrowing a term from "Darwin's Dangerous Idea" by Daniel Dennett (https://en.wikipedia.org/wiki/Darwin%27s_Dangerous_Idea)

Re:What Unity Is Getting Wrong by username90 on Friday May 22, 2020 @12:29PM (#23273853)
> The only thing that Unity provides that has any chance of saving you time is the skin mesh animation

Unity has saved me a lot of time and I don't use the skin mesh animation system.