I think this is a big issue and I hope someone at Unity is thinking about or focusing on it. That being nothing ever made in Unity demonstrates that it is as capable of making a multiplayer FPS game as good as the Source Engine.
The best demonstration of Unity’s multiplayer FPS capability thus far I think is Offensive Combat, which is really good. But still, just load up Counter-Strike Source and run around for 5 minutes, shooting some players and it is plainly obvious that the Source Engine is still a huge leap and bound ahead of everything else in this department.
What I am talking about here is NOT graphics, and not even graphical performance. For all intensive purposes, we could be comparing games made with nothing but untextured blocks, capped at 30 fps. This has nothing to do with graphics.
Rather what I am referring to is the ‘feel’ of the weapons being shot, the ‘feel’ of the netcode, the ‘feel’ of walking and looking around. I put ‘feel’ in quotes because this is a somewhat elusive subject, and I don’t think everyone will be as sensitive to this to really notice. Only people who grew up playing Quake, and Half-Life based multiplayer games on the PC with mouse and keyboard are probably sensitive enough to this to really get what I am refferring to.
But what I am referring to is just, how tight does the aim feel? How tight do the controls feel? How in control and simultaneously smooth does everything feel? How smooth running and responsive is the netcode? When you shoot at a player, and you think it should of hit, and it looks like it should of hit, did it actually hit and register? To me only the Source engine seems to of perfected this. The experience of playing multiplayer and the feeling of the controls and net code is so transparent, even in fairly high-lag servers. Everything feels spot on in a multiplayer game. All players run smoothly, all shots that look like they should have registered did register. Your aim feels tightly bound to your mouse.
Unity games still don’t demonstrate as a refined feel in multiplayer FPS mechanics. And admittedly I don’t think any other engine does it as well as Source. Unreal engine still feels a bit off to me. Planetside 2 still feels off. So it isn’t just Unity, it’s something special about the source engine.
Valve stuck a handful of really smart guys on figuring out this problem full time. They put years of time and probably alot of money into R&D on how to get the exact perfect ‘feel’ in a multiplayer FPS game and it really shows, even to this day, I think it’s unmatched. Which is why I think Unity isn’t comparable in this regard, it is a hard thing to figure out. This is also why I feel no indie developer is ever going to have the time or resources to figure this out on there own. I really doubt any of us are going to spend a year or more deciphering how to get the perfect FPS game netcode.
Which is why I am saying, I hope someone at Unity has considered investigating this and putting R&D and resources into it. Unity really needs to come up with some stock netcode solutions to produce FPS games, and racing games, and generic ‘puzzling’ games with as good of a feel to them in multiplayer as the source engine. This aspect of game development is far too diffucult for any average indie developer to decipher perfectly. This really needs some top level engineers behind it I think.