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1. Prefabs: Makes the hell way easier.
2. Scenes: Straightforward to me.
You do stuff like
public GameObject someStuff;
Go to inspector, drag in the gameobject, and bam!
3. The new keyword
If you mean the new keyword in C#, that has been in csharp for years
4. Needs to be in /resources? Wtf?
5. Forums
Yeah, it is a piece of shit -
exelix11297yReal men use their own engine
...
...
Actually i pretty much like unity, but if you are not careful the project becomes a mess quickly -
Everyone what they like to use, just because i don't like it, doesn't mean i attack you as a person, just wanted to clearify that btw.😁
As i wrote, i didn't even really use it then, it was my first impression. And the first impression, coming from other engines and own engine-deving and all that, the first impression was a truckload of shit.
@CozyPlanes is right, @Golank is right, @exelix is right and @Cyanite likes to sing.
Everybody their tool, the result counts. And i have to be honest, the result can be pretty sick with unity. That's a fucking fact. -
@daintycode And they doesn't fix a bug that I reported in 5.3
And it is still in 2017.2
uhhhh
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Heyo, it's me. That fool who always says shit about unity.(:
So.. i just got my first real hands-on down, and phew, i gotta say.. I overestimated that heap of bullshit.
It's not like there are basic concepts of gamedev, framebased ticking and stuff like that since before the fucking gameboy - nope - let's do shit different. More ... Shit. First, we invent something new. Lets call it "prefab". None of these fuckers is going to know what that shit is.
What next.. oh the new-keyword. That's bullshit, all languages use it. Lets make Instanciate(). That's the stuff.
On we go, scenes. Most shit is statically created beforehand and used by scripts glued to stuff. Hell that so neat actually. Creating materials beforehand and then we can just load em!(:
NOPE. yo bro your Material where u used one of those loading-methods is null. We ain't telling you whats wrong, cus you know.. Load() returning null is like completely normal, why throwing an exception?
Oh and btw, it needs to be in ./Resources/, but it wont make any difference.
So now you want to google your problem, eh? Forget it. The Forums only answer on stuff like "how to add 2 numbers in unity" and the guide shows you how you did it, but they say it works that way.
Dude holy shit, of course this is a buhuuu i don't know how to do shit rant because i feel like good 8-10 years of dev experience collected while not doing homework for school were for fucking nothing.:b
And i have to use it.
Subjective Opinion: Unity was made by crackheads.
rant
instanciate
unity
material
c#
fuck this
wtf
prefab
whatthehecknot