Not to bitch about Unity or any middleware but you all of you who haven't already done so should definitely try writing even a simple 3D system from scratch (using only 2D drawing commands, namely horizontal/vertical lines or even dots). You won't regret it. It's 1) a wonderful experience and 2) very useful because you actually understand some stuff that's going on under the hood (projection, lighting, transformations)
Yeah, this is a pretty fun thing to do. It makes you realize that raster graphics really are just smoke and mirrors. When I wrote a 3d renderer from scratch (just wireframes) I actually rotated the world around the camera, I forget exactly why but it seemed more natural at the time. I even got a cheap "zoom" function by playing with the projection of the camera.
Next thing you know you'll be writing your own full-blown engine. It just is that much fun.
Uh, no, no... this doesn't happen. You realize you've spent months coding an engine and not a game, and an amazing feeling of emptiness overtakes you as you haven't really gotten anywhere. More importantly, your engine kind of sucks and has performance issues, can't render relatively simple scenes without dropping below 60fps, etc.
Well, if you're me. I'm so tired of writing engines but never writing games.
Now, onto another Unity annoyance: apparently it's not really built to be used with source control systems, the only problems I've experienced personally are that I have to check in all the metadata directories, but it often complains that they're already added and blocks my commit. I'm not really sure what's going on under the hood so I'm not sure why any of that is happening. I'm going to try experimenting with Bazaar instead of svn for a bit. I like svn because it's faster and TortoiseSVN is more mature and friendly than TortoiseBZR, but bzr does a better job of handling a chaotic file hierarchy with stuff moving around a lot.