Why unity always refers to herself as a game engine?

Unity can create spectacular Apps with a incredible graphic interface.

Example (Real-time tools for 3D, AR, and VR development | Products):

I think this can be change to:

THE BEST DEVELOPMENT PLATFORM FOR CREATING GAMES AND SPECTACULAR APPS

I think Unity Engine is not only for games creation but also in development of interactive applications and can taking advantage of the multi platform capabilities.

I think unity can improve his reference.

anyone else think like me?

Greetings.

Certainly there are other good use-cases for Unity, but when it comes to public messages I think the idea is usually to keep it simple and tightly focussed.

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Agree with both of you.

Are there really people who use a fully fledged 3d game engine to create ā€˜normal apps’?

Sure are! Archviz, biz apps for all sorts of purposes… wish I could think of some examples off the top of my head, but I’ve seen tons of em in the showcase.

Unity is a game engine. This means you are fundamentally tied to the game loop. Unity is great for anything that is game like, and uses the game loop. The home page has details about some of these applications, including training sims and architectural visualisations.

But if you are building an app that does not use the game loop, Unity will just get in the way. The game loop is also very performance intensive if you don’t need it.

Right tool for the right job.

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Together with a colleague of mine I’ve created an exhibition application where you could drive a tractor and check out several different mirrors and rear-view cameras. All together with an actual steering wheel and multi-monitor setup.

So … yeah. It’s definitely been done. :wink:

@the_motionblur That is the most normal app i’ve ever heard :slight_smile:

It’s not a game. It’s not a normal app but I understood @TheSniperFan 's comment as there being some actual applications other than games.

Of course nobody would use Unity to create an Excel derivate. But I think that’s a given. :wink:

@Onsterion … That is just the main headline. If you read the text right below that, it says pretty much exactly what you are saying.

I think the next logical question in this thread is - why does the OP refer to unity as both ā€œherselfā€ and ā€œhisā€?

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Of corse there’re other non-gaming industries interested and using Unity. Just browse the site.

Unity doesn’t have its feet firmly planted in application development. Yes you can make some apps inside of a graphics context complete with nice custom gui, but there is no support for operating-system-driven gui’s or the vast array of operating system API’s that applications may need to access, etc. It is not a general purpose app development environment, it is a specialized app development environment well suited to highly visual apps.

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Yes, but I think Unity can be the right tool for all :smile:

Not really. It’s a simulator relying on the game loop. Ergo under broad programming definitions, it’s a game.

Try making something like a photo album browser, music organiser or calary counter. Sure it can be done, and it’s pretty simple. But there are other solutions that are faster an more performant.

Until you unwind the game loop Unity won’t be your end all solution. And if you do unwind the loop, it won’t be a decent game solution.

I’ll remind you of that when you get complaints from users about your application sucking up battery life.

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Well, there’s always the idea of a very modular engine where you can take out the parts that your app doesn’t need. If the engine could be designed in this way as much as possible, it could become much closer to the ā€˜right tool for all’.

Edit: Well, maybe the right tool for much more than it currently is right for, anyway.

Unless you really need 60Hz refresh, it’s usually a better idea to build your apps without a game loop.

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My job is almost all about making ā€œnon-gameā€ apps with Unity. Like @Kiwasi says, though, they’re still all real-time interactive apps - simulations, demonstrations, visualisations, training tools, interactive presentations, etc. etc.

If something isn’t interactive then a video is probably a better idea. If it’s not real-time then an event-based application framework is probably a better idea.

Again:

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To expand on this, consider power usage (battery life) on mobile devices. For a standard event-based application framework, the application is only doing significant work when something changes. For instance, stuff typically only gets re-rendered when the user is doing stuff, and often only the portion of the screen that they’re interacting with. So that might be a few dozen updates every few seconds. The rest of the time it’s just re-displaying the same set of pixels. It’s optimised for that use case.

With a game loop, it’s re-rendering the whole screen 30 or 60 times a second, regardless of what the user is doing. That’s potentially 100% utilisation. Maximum battery drain. That’s fine for a game because that’s what a game has to do - it’s optimised for use cases where potentially everything is changing all the time - but sucks for a more typical application.

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