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I've been using Unity professionally for large indie/AA development for a few years now. Before that I did five years of AAA with Frostbite. I've also used a bunch of other engines, including Unreal, in my spare time.

Unity is definitely a very stable engine with a lot of features and very nice and simple to work with. I know several developers who see Unity as a better alternative than Unreal for any scale because the development process is so smooth. As a graphics programmer I feel liberated by how easy it is to set things up.

I've also looked into performance quite a lot and it's not bad. There are issues, especially on certain platforms, and a lot of gotchas. But their analysis tools are really mature and help solve a lot of issues without having to load up external tools. It's definitely possible to make beautiful and performant Unity games.

This is the view they want to promote. What they don't want you to know is that the engine keeps churning out half baked features which never get fully fleshed out or documented properly. A lot of indie developers also complain about support but at least with their enterprise support you often get swift and helpful answers.



What I feel really hurts whenever I use UE is iteration time. Everything takes too long. E.g. compilation (code, shaders), but there are lots of other examples.




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