On Fri, May 4, 2012 at 8:38 AM, Marco Biscaro <marcobiscaro2...@gmail.com>wrote:
> 2012/5/4 Evan Huus <eapa...@gmail.com> > >> >> 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. Evan
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