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I've been using Unity for more than half a decade at this point. Some of their choices along the way have been really frustrating to deal with, but on the whole, they've empowered me and plenty of colleagues to create things we might not have been able to otherwise. (Or at least, certainly not as easily).

I know it's popular to hate on Unity for some of the bad games produced using the engine, but I don't really think that's fair -- to me, that's a failure of the storefronts that host subpar games. Creating a tool that makes it easier for people to make games is awesome.

Unity has given me a lot, and I root for the company's success.




My coworkers described Unreal vs. Unity in this way and I tend to agree:

Unity is easy to pick up but difficult to master, and looks terrible out of the box.

Unreal is difficult to pick up and difficult to master, but looks great out of the box.


That reminds me of a discussion around a good (in my opinion) game called Mechanicus that had some poor performance. Unity got the blame for this, but as Subnautica (and plenty other games) has shown, good-looking and performant games can be developed using Unity, it's more an issue of available ressources (Mechanicus had like 1 full-time dev vs +- 6 for Subnautica) and skill. And without Unity, I don't think the Mechanicus team could have developed their game or it wouldn't have been as good.


I wouldn't call Subnautica good looking; it has the worst LOD implementation I've seen in a game for 20 years, and performance was quite unremarkable.


You have to constantly fighting Unity to get the performance you want, which is extremely frustrating. The time spent on figuring out "WTF are you doing Unity" and coming up with a workaround is huge. Inside had a talk about how they achieve smooth seamless gameplay which involves purchasing access to Unity source code and mod it.




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