This tracks with my experience using Unity in the past. They like to add a bunch of half-baked new features while simultaneously deprecating old ones that worked fine. Which means you have to choose between using a “worse” feature you know will no longer be supported or using a “better” feature that’s not fully finished yet. When your release window is 2+ years out it is really hard to make that decision.
And they do it directly in their stable builds and label individual features as “beta” rather than keeping them in a separate beta branch which is remarkably stupid. It makes them seem like the features are ready for production when they’re clearly not.
Yup. I’m just a hobbyist gamedev, but the way they handled these new features made me wary of Unity as a whole, even before their recent licensing fiasco, although that one was the last straw for me.
Every time I checked out a new feature it was barely working and badly documented. Worse yet, these things often didn’t change even after they’ve moved on to the next shiny new thing, leaving the old thing in development hell.
So yeah, in hindsight it’s shouldn’t be surprising at all that even one of the biggest Unity devs have fallen into that trap and botched one of their releases at least partly due to Unitys behaviour.
Really wish this level of sloppiness was more well known before the unity debacle. Feels like people didnt want to shit talk the unreal competition before they blew their own foot off.
This tracks with my experience using Unity in the past. They like to add a bunch of half-baked new features while simultaneously deprecating old ones that worked fine. Which means you have to choose between using a “worse” feature you know will no longer be supported or using a “better” feature that’s not fully finished yet. When your release window is 2+ years out it is really hard to make that decision.
And they do it directly in their stable builds and label individual features as “beta” rather than keeping them in a separate beta branch which is remarkably stupid. It makes them seem like the features are ready for production when they’re clearly not.
Yup. I’m just a hobbyist gamedev, but the way they handled these new features made me wary of Unity as a whole, even before their recent licensing fiasco, although that one was the last straw for me.
Every time I checked out a new feature it was barely working and badly documented. Worse yet, these things often didn’t change even after they’ve moved on to the next shiny new thing, leaving the old thing in development hell.
So yeah, in hindsight it’s shouldn’t be surprising at all that even one of the biggest Unity devs have fallen into that trap and botched one of their releases at least partly due to Unitys behaviour.
The moment I saw HDRP mentioned I thought “Yup, that’d do it”
Really wish this level of sloppiness was more well known before the unity debacle. Feels like people didnt want to shit talk the unreal competition before they blew their own foot off.