I meant Unity in the “you’re my game engine / scene graph” sense. Like why are game engines and scene graphs fairly successful, yet the comment I replied to is arguing “clearly retained mode doesn’t work”.
The hierarchy in a game object scene graph tends to be much shallower than a UI hierarchy, so I’m not sure if that is a good comparison.
It is absurdly easy to make a sluggish and extremely memory inefficient UI with the old Unity API.