![]() Than reduce it again to single mechanics. If it gets deprecated and entirely removed in Unity 2024? Who cares honestly? There is going to be something very simmilar, and with small project you and I are able to make as solo-devs its not such a big deal. ![]() Stick with one rendering pipeline (I chose URP) and dont care about anythig else. But hey… On my level I dont really need that. I personally don’t like that approach either. Modern Unity looks a little bit lost with plethora of strange paths to take (for example rendering pipelines - how many are now available? 5? Or the new vs Old Input systems), but I think you might have got a little too much of Unity forums or Reddit, where they sometimes complain just a bit too much. Oculus update did break my project twice during 6 months. I had some experience with Oculus Quest for Unity, and that was terrible. Go with what you have.īreaking updates are common in a lot of places now. You dont need new features on beginner level. Another thing is that you see some new feature and think “Heey, I wish I had that for my game, but damn, it wasn’t here where I started”! So you try to update and everything fails. But you can open it with old version of Unity and it should work just fine. Its true, that sometimes things go south when you try to open old project on new version. I personally am not sure what do you mean with features getting deprecated. You just need to do anything related - be it programming, following tutorial, reading article about Quaternions or maybe designing a part of level or mechanics on a piece of paper if you cannot access your computer. I am not going to write too much about it now, but what I found very interesting is rule of “no zero days”, which means you cannot have a single day while you dont touch your project (or learning materials). But keeping motivated is hard for someone, who has no real goal (like deadline), so there are some ways of self-motivation. While it is true, that only constant practice can make you master, its not the only way for the hobbyst. Its not true - some things stay, even if you dont realise this at the beginning. But after a year of break you think you forgot all of it. I am on simmilar position - I tried to hit Unity several times, and am getting a little deeper every time. So what you want is fun - you need to find fun in what you are doing. Why do you even want to learn Unity/GameDev? If its a hobby (and I guess it is) than forcing yourself into doing that is probably not the best thing to do, as with hobby you will always find time limited. Should I just hop on to another engine? How are you staying motivated to stick to an engine that keeps breaking everything on each update? Never progressing enough to the point I can make a playable game. I’m stuck starting, pausing, restarting my journey for the last 5 years without making any real progress. ![]() Tutorial projects broken, errors everywhere, the works. Each time I start learning, realities of my life calls, I pause to tend to it, when I come back everything I learned seem to be deprecated. This is the biggest reason I’m stuck learning Unity. When is unity going to be stable enough to just improve existing features instead of replacing with new features? Would anything I put hours into learning still be available a year from now? Or everything gets deprecated and replaced with new stuff? Not only that, I’m getting the consensus that each unity update comes with it a feeling of doom and gloom of breaking everything. Is it worth learning Unity when features keep getting deprecated so frequently? I need a push to make sense of the direction I’m heading. Guys, I’m dealing with paralysis by analysis.
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