&gt; had to do things wrong<p>We differ in what we think is &quot;wrong.&quot; I would say that your definition of wrong is the least interesting to the people who are currently using Oculus with e.g., Unity. They don&#x27;t really care about the same things you do.<p>&gt; had climb a steep learning curve<p>It&#x27;s not that steep. I mean, they&#x27;re not hardcore engineering types, and they figured it out right?<p>&gt; and deploy a heavyweight system<p>Is it that heavyweight? Does anyone really care that it&#x27;s a 16 MB executable? Did that get in the way of anything other than the App Store&#x27;s arbitrary 50 MB limit? Does performance really matter when you&#x27;re drawing a panorama?<p>Define heavyweight. For many people, opening a command line is heavyweight. You&#x27;re not appreciating how nice Unity is.<p>&gt; they&#x27;re going to be happy that they have an alternative that suits their needs.<p>Time will tell. The history of art tooling is complicated. Maya nee PowerAnimator has been around since 1990. Pixar, which thought it had a better way of doing things with an alternative universe of tools, uses it now too. Photoshop, MediaComposer, Flash, Unity... Everything has its own history and its own outcomes.<p>I don&#x27;t know if any of us are equipped to predict what is the right way to develop for the platform. That&#x27;s not what I&#x27;m saying. I&#x27;m just saying he&#x27;s being kind of a jerk and has a condescending attitude towards people who are actually delivering things with Oculus.