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Re: Add Dodge Feature Back to Unity


On Fri, May 4, 2012 at 8:38 AM, Marco Biscaro <marcobiscaro2112@xxxxxxxxx>wrote:

> 2012/5/4 Evan Huus <eapache@xxxxxxxxx>
>> When designing a large, widely-used project like Unity you have to be
>> brutally strict about what is allowed in terms of features and options, or
>> else the project begins to bloat under the weight of hundreds of these
>> 'little' features and options. It starts being slow, buggy, and painful to
>> use.
> So, does it means that unity tends to be less customizable and to have
> less features to be less "slow, buggy and painful to use"?

It means that Unity tries to only add features and options where the
benefit of those features outweighs the rather large cost of supporting
them. It's not against features in general, it just sets a very high bar
for how useful those features have to be in order to be accepted.

The dodge feature doesn't meet this requirement, since 90% of its use cases
are covered by auto-hide and the benefit provided by the other 10% is
minor. Additionally, usability testing showed it was not easily grasped by
new users.


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