Also Ricci is so fond of telling us about optimizing compulsion loop, too bad he won't be using Gigaya to optimize the compulsion loop of the engine. A reminder that what made unity took off, was to do the impossible and the improbable. I mean if we speak of rigidity of engine, back in the day if you want to deploy a game to different type of platforms, you had to use engine specifically to that type of platform, in fact unity use to do just that, you had to use unity iPhone to deploy on it, it was a known thing you can't be everything. But they generalized and integrated the fragmentation into a nice all purpose workflow, they brought the write once deploy everywhere to game engine, and they stole the market. The second impact was an interface that made sense to non heavy coder like artist and designer, the visualization and applications of component philosophy into easily composable block, fit a lot better that new demographic, rather than abstraction in a text ide. The compulsion loop was real, game jam was flooded due to unity, making a game in less than a week was a revolution. Then some stuff like the tetrahedral lightprobe system, brought to mobile lighting techniques usually reserved to high end, by streamlining it and make it more expressive. Unity broke ground. I hope unity get back to that. Gigaya could have helped.