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by Espionage724 1007 days ago
I never was a fan of Unity. To me it felt like its selling-point was that it could run on multiple platforms, but not at optimal performance compared to other engines (basically like Android and Java). My introduction to Unity was with Hearthstone (the card game), and even then it didn't natively support Linux.

On that presumption, I found it incredibly surprising people latching onto it for VR dev, and considering most Unity VR games all share the same look (cartoon-y; basically look at A Township Tale and compare it to Orbus and Zenith), that further cements my view of Unity not being a serious high-quality capable engine to be using, unless I want to throw quick non-sustainable projects together.

This news about Unity being even more expensive definitely doesn't help my view :p

2 comments

You have to understand where it came from. Unity was the simple easy to use indie darling for years when it first came about. The corporatization and financialization of the company ruined it, but once upon a time it occupied the same space Godot does today.
I think they were just pretty early in the VR space with good libraries/support/tutorials etc. I cannot say for sure because I have only done one Unity-VR tutorial "back in the day" but in the AR space there was a time window where they were pretty clearly #1 (imo). I shipped a couple of small projects based on their Vuforia integration (quite costly) and then later without Vuforia. Nothing big, mostly trivial product vizualizations for customers that had upcoming trade shows/excibitions with somewhat creative markers.

100% of my lifetime AR profits are based on Unity such a strange wild west time but I got out of that market very quickly when it became a lot easier to build these simple demo apps. I still remember the "wow factor" and people running around the office showing all their colleagues how you could see their products through a tables/phone.