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How long was GIGAYA in development ?

Discussion in 'General Discussion' started by koirat, Aug 16, 2022.

  1. frosted

    frosted

    Joined:
    Jan 17, 2014
    Posts:
    4,044
    I'm curious about this comment also. I am not a fan of a lot of the approach in more recent unity code. Haven't looked at Godot, but if it's going in the right direction it might be worth checking out.
     
    Ryiah and MadeFromPolygons like this.
  2. hippocoder

    hippocoder

    Digital Ape Moderator

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    Apr 11, 2010
    Posts:
    29,723
    Godot is a terrible mistake IMO. It's for hobbyists, 2D etc. If you want console access, you'll need to pay them for their upcoming services. Everything Godot land doesn't mean free, just the engine source. Plugins, services etc won't be free.

    You'll be swapping Unity which is a lot better technically, for something slower, with more hurdles but somehow has this mystique? In my world you got two options: Unity or Unreal, if you've commercial ambitions.

    It's fine to champion the little guy, but if it comes to commercial success, your chances are higher in Unity, and that's my context here.
     
    ontrigger, NotaNaN, Kreshi and 2 others like this.
  3. jeroll3d

    jeroll3d

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    Nov 6, 2010
    Posts:
    239
    ...err...It would be wise to add an addendum to the title of this topic: 'for strong hearts'...
     
    DragonCoder and hippocoder like this.
  4. jeroll3d

    jeroll3d

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    Nov 6, 2010
    Posts:
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    Vulkan is not a good idea to a project like this? (noob questions :D )
     
  5. ippdev

    ippdev

    Joined:
    Feb 7, 2010
    Posts:
    3,799
    I do not cotten to the Interface crap. Sure you can get a reference to it with jiggery pokery Editor schtick..but I SHOULD NOT have to. I am busy working on a project that pays by the hour and every do this to get something working takes away the time i can devote to actual get stuff done work. Let me get a reference mid method and have it stick and available thanks. You hilighted a typical new Unity hire schtick a few months back with old terrain editor script and some new fangled three classes and an interface for some slider..Essentially taking one script of consolidated functionality and scattering across hells half acres of a half dozen plus interfaces and subclasses. Totally not the old Unity . For a fricking slider!! Gimme a break. Must have been an enterprise coder fancying themselves as a game engine tech. "Let me make this complicated to prove I am a compsci guy"

    The new Input System guys looks like they are trying to create a React web framework and not a WYSIWYG styled UI creator for Unity that you/a non-coder game artist can set up with a mouse.. Oh they say.. we want to be able to control the styles of dozens of elements thru style sheets..umm.why not just select all of a type and use the color swatch. IMHO anything that looks like 1990s -2010 web code and methods is a step backwards. Howzabout not catering to all the web designers that decided to invade the space and keep the Unity component based simplicity. Howzabout not using Interfaces whenever you can stuff one in. They are too strict in what you must include..like the iDrag stuff insisting you use every one of their methods or it calls you out and you have to add them or not work.

    Needed a parser for Excel and googled it. StackExchange was Regex this and that..write this humongous class..import these library packages..80 lines of code..I said no way.. I added Unity to the search and some Unity dev guy from 2013 had an excel parser that was like four or five lines of code. Did precisely what was needed. The diff in the two head spaces is a grand chasm IMHO.
    -back to work..
     
    jeroll3d likes this.
  6. jeroll3d

    jeroll3d

    Joined:
    Nov 6, 2010
    Posts:
    239
    Its sounds, to me, a TRUE noob in code, etc, like a 'hey, put your ass noob out from here' :D
     
    ippdev likes this.