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Unity? Oh well f*ck it then! Off the wishlist this game goes
Unity is a horrible engine for CPUs. Kicking CPU temperatures skyhigh. I have a 6700k.
And worse does it get with lazy indies not taking the time to optimize the game properly.
It becomes one damage upon another. Double trouble
Thats for you maybe. My i7 6800K goes not over 40°. I haven´t any problems like that.
UNITY IS CR@P
I prefer Unreal Engine 3 and Cryengine.
Though, I haven't had any problems with Unreal Engine 4 yet
There are only a microscopic portion of games I have played where Unity does not pose as a problem. Republique is a great example.
And yet games like Shadowgun and Dead Trigger run fine on mobile devices. And VR games made with Unity like Valve's The Lab maintain a constant 90fps. It's almost like it's the game developers responsibility to optimize their game!
The issue with Unity as an engine can be divided into 2 folds :
A) How easy it is to set a project up.
There are so many stuff available online (either free, for a cost or with training/tutorials and a bit of work) that lots of people tries it out and notice how it's easy to produce a .exe file that "start" with some stuff going on in it.
It's kinda how some people are calling themselves Graphic Designers because they know how to open and use Photoshop to modify an image while an actual real Graphic Designer knows about prints & web standards and techniques in every part of their process as well as the psychology behind designs and visual identities. That's because using Photoshop "allows" creativity, but is only 1 of many tools that requires mastery to a real professional.
It's the same "low entry level" process with Unity. Unreal and CryEngine could be consider at the same level for "using it", but their level of actually reaching a "working .exe file" is far more complex.
B) How it's "seems" similar to other engine, yet is unique in its core :
This is something that affect every developer that aren't used to it and haven't really produced any "real optimized" game with Unity. Even a veteran that have been using any other engine for years can't use Unity within the first two years after starting using it. That's because, while its general systems and workflow is similar to what most know (if anything is know) is quite different in the inside. The assets management, memory allocation and pretty much everything within the engine doesn't run, from its core, like any other engine. This is a common thing where a devs have been working with Unreal 2 or/and 3 or/and 4 and then tries Unity and feel like there's something missing while, in reality, he/she just doesn't know where to looks as nothing is obvious unless you read about how it works within its inner core & systems.
I see many comments from people who, for some, have years of experience where they ask why "X or Y" doesn't work and when I check what they have made, I usually find out that they used methods that worked on another engine and, in Unity, requires a different approach. Then they compain that this is "standards" that should work and the engine is at fault... until I explain them the way they got to take and how the "good way" usually makes it 2x to 8x faster to compute than in any other engine that uses the old ways.
It's not a perfect engine and many thing in it requires that you make it yourself or pay for someone else' time or talent to overcome. For example, I can tell that, currently, SBAR (substance material or, if you prefer, procedural materials) aren't 100% compatible with it due to some rendering issues with Android devices. I know because I faced the issues myself and had to redo 40% of a whole customization system without it due to that.
For example, it has the worse "default" terrain tool in the whole 3D industry. Some people have build tools and plugin to overcome that as it's not the engine fault or a limitation... it's just some of its "original tools" that are outdated. The best Engine's terrain tool comes with CryEngine which uses a mix of voxel, height paint & vertex management. (It's insanely great!)
Its default key-binding system hasn't been upgraded for the last 6 years.
If you ever wonder why Unity games rarely have proper keys-binding, that's because its default input manager is simply bad. Any devs have to build their own input manager (or buy a plugin) from scratch to overcome that. Unreal offers the best "default" capacity and CryEngine can be easily setted up too.
On the other hand, when it comes to unusual stuff or high tech stuff, Unity takes the cake. VR is updated constantly and any average VR tools are natively compatible with it. It also has quite a few AR capacity already integrated into it.
In overall, this is why Unity is much more appreciated on the mobiles. Reaching high quality AAA games quality is quite possible, but the optimization is on a whole other plane of existence and studios rarely have that kind of knowledge. (They starts to catch up, but there's still a long way to go.) It does "nothing" for the devs and instead let the devs do all the work exactly as they wants it.
So, whenever you see a bad game in Unity, blame the devs and not the engine for 99.999% of the cases.