Unity is my favorite game engine. This is over in-house/custom engines ive used, and publicly available engines to date (UE, Unity, CryEngine, UNIGINE, Flax, etc.). Heres why… its the support. No other engine has the vast availability of assets, tutorials, and information out of them all. But… UE is catching up fast, and a contender.
This all revolves around your project and its objective/platform… if your looking for “top notch visuals/GFX” then head on over to Unreal/blueprints… but if your looking for an engine that can compare to UE, AND has vastly more assets and info… then Unity is it.
No where else can you, get used to the basics of the engine/UI, download assets, and “rough out” a basic gameplay/workflow model. Lately… many have moved projects over to UE (including myself), mine is work related, your excuse?
If you ask me, people should debate and obsess less about what’s the absolutely perfect tool for their project and actually work on their project 
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There’s no debate, only project requirements and deadlines. Use whichever can get the job done. In my case, it’s Unity because Unreal does not do 2D well.
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Hobby level, self learned C# in Unity.
Excuse: don’t want to learn C++. too lazy.
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my excuse why the hell would I learn a new engine when there’s a perfectly good one right here that’s one of the best engine ui’s ive seen I spent about a month thinking about engines (I got into game development before Godot was a thing) and honestly I always knew I would choose unity I mean LOOK AT THE ASSET STORE SO MUCH FREE CODE TO STEAL
The irony is that many in-depth C++ programmers are less happy with Unreal than newcomers and non-programmers because Unreal enforces their Blueprint concept quite significantly.
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I’m the opposite with Unity, I’m very happy with C# but I don’t like where Unity Visual Scripting is right now - it’s practically unusable for any serious, long-term productions.
The only use case I see for it is in tiny desktop games where performance is not a concern and you require a designer friendly tool for quick iteration.
And even with that use case, you have to deal with significantly longer domain reload and enter play mode times, longer app loading times on target platforms, decreased stability on IL2CPP targets, lack of debugging and refactoring tooling, weird serialization issues because that beast is still based on the defunct FullSerializer. And everything’s tightly coupled and string based (variables, the custom event system) so the architecture itself doesn’t scale. I can continue all day with issues it has.
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There is no debate, use what works for you. Arguing online about engines is a waste of everyone’s time. Closed.
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