Re:C# in Unity 2026: Features Most Developers Still Don't Use
by tranceylc on Thursday April 09, 2026 @08:23AM
(#47702763)
I agree with everything except for it being anti-thetical to good practice. I have noticed a lot of experienced devs agree with that sentiment.
It has been a pretty common trend for the last few years of people breaking out of the “OOP style programming” and practices they were taught at university. I am not saying avoiding things like over abstraction is new, but I do think there is a newer generation of programmers who have been taught and warned about drawbacks from practices like that.
Similarly, my anecdotal experience tells me more newer game devs are aware of basic memory practices being better than overly complex OOP code. Think flat arrays and simple cache alignment over something abstract and over engineered
Re:C# in Unity 2026: Features Most Developers Still Don't Use
by jayd16 on Thursday April 09, 2026 @12:25PM
(#47705685)
KISS is also good practice.
Re:C# in Unity 2026: Features Most Developers Still Don't Use
by MattRix on Thursday April 09, 2026 @03:09PM
(#47708273)
100% this. All the abstractions and OOP stuff make you end up with a codebase where half the code doesn’t actually DO anything in the product itself, it just connects to other code! It also becomes impossible to follow the flow of execution because it passes through dozens of files and layers of abstraction.
Everything starts out with good intentions when someone comes along and says “hey you could make that an abstraction” and I just clench my jaw because I’ve seen that happen so much and then that simple clean abstraction eventually ends up being a horrible 1000 line monster that barely anyone understands and no one wants to change.