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TopicUnity is going to start charging devs per install
Yellow
09/25/23 3:50:41 PM
#120:


People really unfairly bash C# all the time so it's nothing that surprises me. It's reminiscent of the days when C# actually was terrible, back when it was closed source and slower than C++. I really hate to say "C# is the best for mostly everything", but I mean... It has the line count of Python with the speed of C++, it runs on anything. I'm willing to bet a C# script is the same line count as gdscript. They both follow the same high-level form where everything's as short as it should sensibly be. The only reason we don't use it instead of Javascript is because the community interest isn't there, but we all agree Javascript is terrible.

I once to took a random Python script off the internet and converted it to C# and it had the same exact line count, but people still say Python is easier to use. It's like a weird "status quo" bias that makes people assume that something revered is revered for a reason and to think otherwise is ignorant.

Also here's an example of things I hate about Unity. The "we can't do it sorry, here's an extremely low-level explanation in case you still think you're smarter than me" attitude.

https://forum.unity.com/threads/why-doesnt-unity-try-to-make-the-dictionary-and-stack-serializable.1106488/

"We can't serialize Dictionary because it's complicated."

I literally just wrote a library that serializes dictionaries. And I didn't use any hacks either, just normal C# reflection. It took me 4 minutes to add support for dictionaries.

I already had support for serializing ICollection<>. The only thing I had to do differently was detect if it was a KeyValuePair<,> and change the binding flags to include private fields. That's it. That's what JsonConvert does as well. That's what Unity should do so literally every single developer doesn't have to spend half an hour finding the SerializableDictionary class online, or actually write their own.
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