Having said that getting the code working properly with a nice 3D UI is my priority, not having a slick game with some code doing some mundane stuff in the background.
His codebase was horrible, a lot of logic that I would have already though of abstracting away. For example saving dialogs on json files and the conditions for that dialog to trigger for that NPC as some sort of finite state machine that can be represented with a series of sequential flags. He had a single file that was about 15k lines full of `if (condition && condition) || (condition && condition)` statements. He didn't seem to see the issue, it just worked.
That's when I understood some people just care about game development and doing cool stuff and don't care at all about programming, good practices or structured code. And that's perfectly fine.
I remember, after reading about new features C# 8.0, someone wrote that C# 9 would write all your code for you, and that C# 10 would just mail you a check every month. How the times have changed...
It's also worth noting that Unity does all sorts of OO-breaking filth before passing to IL2CPP.
Fancy features are less maintainable imo. Less programmers will know about them and they're less likely to have equivalents in other languages.
Making something more exotic / confusing / hard to parse is defo not worth saving a few lines of code.. I'd much rather see a longer function using absolute bog standard elements of the language (and thus being clear, easy to comprehend for everyone, easy to modify at any point) rather than a super short, super "elegant", super "clever" solution.
I think one of my biggest problems with Unity is that it enabled a massive market of me-too "business men" who "employ" unpaid and underpaid interns to hack together asset-store-ware they then dump on the app stores. When a gem game stutters, people blame their crappy phones rather than the company who probably stiffed its developers.
I've seen a lot of my friends do this constant churn of signing up for the next game shop that will hire them. Places that throw many, many red flags the second you even walk in the door. They work hard to get a game done on a budget 1/10th what it should be, the game ends up being a flop, and they never get a chance to grow their portfolio or skills to eventually get a better job.
This isn't something you can lay at the feet of Unity Technologies, but I do think it is a reason to avoid Unity: the job ecosystem is just awful.
Some years ago I tried to get into C# + Mono. Eventually I opted for Java instead, for many reasons; I'll skip that here.
C# is very strange to me. In a way I feel that C# belongs like Java in the same "post C++" family; C kind of paved the way, C++ was messy and powerful, so Java and C# would be more "managable". But I never got into C#. Java is not a pretty language, it is also quite boring, but modern Java is somewhat acceptable - you get the job done. And it is not an extremely difficult language either for the most part, just with an addiction on pointless verbosity. C# is ... strange though. TIOBE has it ranked #5 right below Java, so there must be many C# users, but I don't get to see them really in the Linux ecosystem. So where are these people all? Using Windows only? When the question is "most developers don't use feature xyz", do all of them actually KNOW these features? You can still find many java tutorial where people use archaic ways to, for instance, iterate over a collection. Perhaps it is similar to the C# ecosystem, people are slow to adopt. Or, and this may also be a reason, people could have moved to other languages. This may not be a huge percentage, but you see that some languages suddenly struggle with old devs and failing to get new devs (ruby is in this problem right now; it may overcome it but right now it is sinking hard, even though I would reason that the language is, for the most part, better than it was in, say, 2010).
- Property: the inspector doesn't call your getter or setter. I do use them still because i like to centralize my validation logic. But need custom machinery to make them behave consistently.
- Tuple: well-known. Good but only in moderation.
- Linq: people avoid it due to allocations, not runtime. While it is possible to avoid dynamic alloc, it is not obvious and best avoided. Also the point about the linq syntax being "cleaner" is debatable.
- Record: good. Lesser known as it's the newest in the article. No footguns like the other.
While it is nice that this is human written, the seo format is nearly as annoying as those ai articles.