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Godot founders had desperately hoped Unity wouldn't 'blow up'
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go ahead mate, let it out, you'll feel better
Okay one thing that bothers me so much is how hard it is to hook custom logic into the play button. Like all I want is my own script to run when someone presses play.
Sometimes this is important because you need to do some processing on the scene. Or perhaps the scene is a UI scene or something and you just want to start from another scene that shows the UI at work.
Like if you are developing a UI, you just wanna press play and it should just work and play. Either from the start scene or a test scene.
That's the weird thing about unity. On one hand it allows you to do a lot of editor customization, and I haven't worked on a project yet that doesn't have some form of that. On the other hand, you can't even hook into or replace the play button logic, which you could argue is the most basic action of all.
Another thing is that a client I am working for just switched to unity's version management. And it just doesn't work in a straight forward way. I still don't have that working because I need to work and get stuff done.
Another thing is that their new animation system didn't even allow me to query the duration of an animation, at least back when it came out and kept marketing with it. We actually ended up writing an entirely parallel system with meta data which was overly complicated for what we needed.
I could go on..