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Some strains of Unity game development seems to be especially susceptible to this kind of slamming together stuff from the asset store without understanding how it works. I've tried a couple times to get into Unity, because it looks like a fabulously productive tool, but I struggle a lot because it feels like there is a lot of slop in how everything works - at least compared to the sense of control you expect when you are used to having to write your own game loop and your own input handling and rendering etc etc.


I tend to wrap, or even refactor purchased assets to suit my needs. In that way it more closely resembles the workflow of collaboration with other developers - they provide a working implementation and you tweak it for your use case. This breaks future asset updates, though, so you need to be sure that you won't need them.

To be honest, the code quality in most assets I encounter is so low that sometimes I even throw away the scripts and only use the meshes/textures/shaders/etc. (I'm looking at you, that-one-very-popular-vfx-pack!)


To be honest, the code quality in most assets I encounter is so low that sometimes I even throw away the scripts and only use the meshes/textures/shaders/etc.

This is some kind of systemic market failure. The general population of the market itself is so low-information that it can't properly distinguish between good and bad. It's pretty much the same problem as non-technical people hiring technical people. It's non-technical people evaluating code.




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