Is there any reason NOT to use Unity as an indie developer?

Hey, guys

I was talking about this with my partner the other day.
Unity has so many features, and it’s free.

Is there any reason an indie dev company would not want to use Unity?
Be it for game or app development.

It depends if unity fits your needs or if some other engine / toolkit might work better for your goal.
I do not see any reason not to use unity but that is based on my workload and my experience with it.
An example that one could bring is that unity might not be the best choice for UI only / native style apps that do not use most of what makes unity grate.

The thing that made me choose Unity over Unreal as an engine to start learning was the pricing model of the two - Unreal’s involves a whole load of never ending admin. Unity’s does not :smile:

It was years ago but for me, price model and c# was a way to go.

I think that you will find many when you start develop your own game :stuck_out_tongue:

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Designing a game engine is a balancing act between

  1. making it easy and fast to use
    and
  2. making it versatile and open-ended enough to make it viable to fulfill the user’s needs.

On one hand, the easiest to use engine would be an already-feature-complete game where you just drop-in your own assets and customize a few things (the RPG Maker series is like this). This type of engine confines you to making a certain type of game, though, so you can’t just make whatever you want. This may be fine depending on what requirements are.

On the other hand, you can get the most versatility by programming your own engine from scratch. This means that there are no limits on what you can do. The down-side is that you will have tons of work to do and it will take a long time. This is necessary, though, if your game needs to have cutting-edge or highly-unorthodox custom technology.

Most game engines are somewhere between these two extremes. Unity has found a comfortable spot between these, being both versatile enough to create a wide variety of games with lots of capacity for extensibility while also being reasonably easy to use with many ready-made features. Unity leans a bit closer to the versatile side of the spectrum- still requiring its developers to have some prefession knowledge and skills in order to make full use of the engine.

Unity is a great all-purpose game engine, but it has a huge feature set and API to learn, which is daunting for a new developer. Many would still benefit from the ease-of-use of more specialized engines like RPG Maker and Twine in such cases were the inherent limitations of these engines are not a breaking factor.

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If your developers were already familiar with another game engine which was sufficiently capable of creating your projects, I’d go with that other engine. If your projects could be made faster in another engine, but still live up to your vision and quality standards you have for the projects, I’d go with that other engine.

Unless you’re dealing with large numbers of licenses or not expecting to make any actual money for your projects, then license cost should be pretty low on your list of priorities.