Game developers know the pain. You spend hours optimizing your code, squeezing every last frame out of your game, when suddenly your own "brilliant" feature idea comes along and murders your performance in cold blood. Then you have the audacity to blame the engine! Classic developer self-sabotage at its finest.
Unity gets a bad rap, but let's be honest—we're the ones adding particle systems that spawn 10,000 objects with real-time shadows while wondering why our game runs at 3 FPS. The duality of game dev: creating the problem, then being shocked when it exists.