I've used C, Java and now C#.
I do like garbage collectors.
The main problem in Unity is sometimes things don't work as you expect them to.
If I destroy a GameObject (a Unity object that I can't see the source code for) that is holding the only reference to a mesh, I expect that memory to be freed from the graphics card.
But I now need to sort thru any number of child objects and destroy those meshes before destroying the GameObjects.
Its just a pointless hassle.
I've been writing a game map save/loader, its done now.
I learned how to use Protobuf-net, the .Net version of Google's Protobuffers. Very fast, very compact, binary serialization.
Of course the guy who made it couldnt be bothered with documentation or examples, so I spent hours on StackOverflow reading questions.
Luckily he actually works there, so is very responsive.
Now I wish I had put the top post in haiku form
I was expecting someone to comment about how my brain is failing.