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Unity used to take advantage of overloading to implement null checking with "sentinel values" representing a non-existent reference in the Editor

I found this post explaining they considered moving away from the pattern, but I'm not sure if they followed through:

https://blogs.unity3d.com/2014/05/16/custom-operator-should-...




They didn't move away from the pattern and can't anymore as it would break almost every existing Unity project.


Yeah that means OP’s advice would actually break the code written for unity.




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