Reading your comment makes me incredibly jealous, as I can only wish and hope to one day have a pleasant experience with Unity like you.
Whenever I had to work with it in the past, we ran into bugs inside the closed-source C++ part of the engine which then delayed release or required expensive workarounds. Their sales department is ghosting us because we're a mid-sized company and their support is closing tickets for "LTS = long term support" releases as "please resubmit with current beta".
Then there's the overall st-show with Unity deprecating things as soon as they have a beta draft for its replacement, which basically forced everyone to use external networking libraries. Plus HDRP is still buggy, but they already removed the old built-in RP.
And if that wasn't bad enough already, their own built services will randomly fail if you use advanced features, because they run their OS X builts in QEMU on linux or something.
Last time I checked, they now also deprecated the ability to write custom shaders. I agree with their reasoning that I should not need them. But with all the buggy mess in their engine, I surely DO need them just for workarounds.
For fairness of comparison, we've run into equally bad bugs with UE4. But at least for Unreal, I have full C++ source code so I can fix things and move on. With Unity, you're constantly waiting for their support team to (ignore you / close your ticket / make fun of you) help you.
As for the Unity ML agents, I find that rather scary. There have been many papers about AIs exploiting bugs in the training environment. Given how buggy Unity is, I would expect AIs trained in Unity ML to wreck havoc in the real world because they're used to the physics glitching or something like that.
Unity is great to get started as a hobbyist. But as soon as you actually want to release something on a consumer quality level, it becomes walk through complexity hell.
There's a very good reason why every bigger Unity studio purchases source code access and has dedicated Unity-bug-fixing employees on staff.
Just curious, what do you think of UE's Blueprint? I wish they retain Unrealscript which could be a much more pleasant experince than linking graphs. Blueprint is the biggest blocker on my side, but again I'm not a professional so I could be totally wrong.
Whenever I had to work with it in the past, we ran into bugs inside the closed-source C++ part of the engine which then delayed release or required expensive workarounds. Their sales department is ghosting us because we're a mid-sized company and their support is closing tickets for "LTS = long term support" releases as "please resubmit with current beta".
Then there's the overall st-show with Unity deprecating things as soon as they have a beta draft for its replacement, which basically forced everyone to use external networking libraries. Plus HDRP is still buggy, but they already removed the old built-in RP.
And if that wasn't bad enough already, their own built services will randomly fail if you use advanced features, because they run their OS X builts in QEMU on linux or something.
Last time I checked, they now also deprecated the ability to write custom shaders. I agree with their reasoning that I should not need them. But with all the buggy mess in their engine, I surely DO need them just for workarounds.
For fairness of comparison, we've run into equally bad bugs with UE4. But at least for Unreal, I have full C++ source code so I can fix things and move on. With Unity, you're constantly waiting for their support team to (ignore you / close your ticket / make fun of you) help you.
As for the Unity ML agents, I find that rather scary. There have been many papers about AIs exploiting bugs in the training environment. Given how buggy Unity is, I would expect AIs trained in Unity ML to wreck havoc in the real world because they're used to the physics glitching or something like that.
Unity is great to get started as a hobbyist. But as soon as you actually want to release something on a consumer quality level, it becomes walk through complexity hell.
There's a very good reason why every bigger Unity studio purchases source code access and has dedicated Unity-bug-fixing employees on staff.