Okay, I spent some time fixing it, had source control and etc, but still rebuilding meta files takes a long time wasted… but then another day it happens again. One day I open Editor and all ‘script references were missing’… Like that, for no reason at all.
I spent 2 months resizing and reimporting assets in MAYA because I didn’t use 3DS Max and its default world unit scale :] The navMesh generation had a bug that if your assets weren’t in 3DS MAX scale, it would take FOREVER to generate a navmesh in the level… I couldn’t look into the source so I had to “guess”. They tried to rise the price of Unity pro, was like a dooms day in their forums.Īfter I had my game design tools in place, had to workaround numerous limitations…įor example implementing custom culling and custom LOD system Implementing an IK system, mechanim was buggy and closed source and sometimes a whole animation state machine would have to be redone until I’d find WHY the hell a transition didn’t work as expected. Then they hire that guy who used to run Electronic Arts… I didn’t like a single bit of that. The more they went the route the more I felt irritated until I left. Many always ask them to focus on building design and development tools, but more and more they focused on marketing shinny things, cloud services, things that contribute nothing to the actual act of building a game.
I never bought that NGUI thing, I built my own UI, was a lot like Slate, but C#.
You mention Unity being closed source which I guess is one reason but is there anything else? Are there some feature limitations that for some reason just make the engien poorly suited for larger scale game projects?īefore I even began working on games I spent 8 months making tools to fill the gaps Unity editor had. What makes Unity worse for larger scale games? I heard people saying this many times but nobody ever really goes into details.