Having console support alone puts it in the top 1%.
that's a lot narrower than you think, I wouldn't even put it in the dozens. Maybe a few dozen if we include all the in-house proprietary engines. Being easy to port to console =/= native console support.
But yes, a few dozen out of hundreds of engines is the 99th percentile.
Still waiting to see a WebGL game that matches Infinity Blade, released in 2011 alongside iPhone 3G and iPhone 4.
Trailer: https://www.youtube.com/watch?v=JDvPIhCd8N4
Meaning, those graphic API are able to deliver at least PS 3 graphics, yet due to browser support, specially the way browsers blacklist drivers, download sizes, and lack of tooling on par with native, very few professional developers bother, hence streaming.
To answer sibling comments: Graphics aren't a limiting factor for indie games. And a Three.js game can be put onto Steam, I'm pretty sure.
0: earth.suncapped.com
Which has kind of always been the problem with Unity. Once you start getting into the meat of it there's always some issue. Most recently their obsession with DOTS and the fragmented rendering pipelines were really off-putting and enough to get me to switch to Unreal. I also found a lot of the features barebones for a very long time, like 2D tilesets, landscape editing tools, nav mesh, animation tooling, etc. None of this matters to companies with actual teams, but for indie development I've found Unreal to be a much better match for me than Unity.
That being said Unity has come a very long way in the recent years and the engine can be a joy to work with (as long as it's not crashing and misbehaving, which it does). But that's history at this point. There is no way I'll ever attempt to create a game in Unity again.
It's daunting with how many tools it gives you but it doesn't force very much onto you and gives you a ton of flexibility.
I'm as happy as as everyone else about this momentum away from Unity since their business leaders clearly hate developers, but I really like the Unity game engine. From a software design standpoint, I didn't understand how powerful composition can be (versus inheritance) until I started working with Unity GameObjects.
Bloated compared to what other game engine that does the equivalent exactly? Some of the biggest games today are made with Unity, for instance, Genshin Impact.
Unity isn't bloated, quite the contrary. It's fairly modular for a game engine and authoring tool.
But loading an existing project with a valid Library folder and working interactively in the editor should feel pretty snappy.
Unless you're implying a large chunk of the features aren't useful to anyone?
The company management just totally sullied all that goodwill in a week however.