| > I guess. The question is why should I have to work around Unity? When shipping a production-quality game there's almost always going to be something you have to customize or work-around with any engine. What often happens with home-grown engines is that the cost of tools friction or engine implementation is not properly accounted for, because it's kind of fun although it's unproductive. > But that is not every game and every team. Agree, but I'm fed up with the amount of FUD around Unity. I've watched teams burn money rather than putting up with some annoyances. I'm an older dev (40+), so I've seen many iterations of devs refusing to use existing tool X in favour of supposedly more convenient but less battle-tested tool Y. This is in game development, and software development, more generally. There are also holistic benefits to Unity, like 1-2 second recompiles. This is a game-changer in terms of debugging and allowing you to try more iterations of things. > We don't have to compare Unity to utopian engines and tool chains when we can compare it to its competitors like Unreal. I think Unreal is a great engine, and I'm admittedly less familiar and therefore productive with it than with Unity. That said, I would say that for mobile or small-footprint games Unity still has an edge. This is based on the experiences of several studios / devs that I've talked to. They make great headway with Unreal, but then the project bogs down when it's time to actually ship. That said, this could be Unreal FUD from developers who are new to that engine. To get the benefits of Blueprints in Unity, just buy PlayMaker. It's $65 dollars a seat, and you'll never write another Finite State Machine. |