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Gyah! Unity's "dig through a vast tree of GameObjects to manually wire things together" approach is going to make me tear out my luxuriant, flowing hair. I can see how it lets a non-coder do simple things, but it does not scale! It's tedious and error-prone.

@peterdrake For me it changed over time and I saw some pros. Now I think writing classes with hidden references, especially ones that are resolved and cached privately on callbacks, is a disadvantage when working with game designers, artists, sound designers etc. Also those function based initializations are costly for performance/serialization, f.e. if they iterate the scene graph heavily. And prefabs can be just used as a replacement for classes, but are easily setup by non coders.

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