That being said, it is really easy to use. The asset pipeline is great and artists learn to use it very fast. It works really well for small teams.
My recommendation is that you should consider it if you are not planning to make a very performance intensive game.
Edit: The cloud-right div covers the top three quarters of the video player.
Regarding Unity vs. Unreal, it looks to me like Unity is better for targeting mobile devices, at least if you're planning to deploy this year. Last time I played Tappy Chicken, it devastates my batter and makes my phone hot enough to cook on. Unreal has amazing advantages for the desktop, but it doesn't look to me to be a good way to make mobile games.
If I'm wrong about this, someone please tell me, because I'd rather use Unreal, but I need to deploy mobile, so I'm using Unity.
Isn't that also a big selling feature of Unreal 4?...
> and the ability to publish to just about anything
Likewise with Unreal 4, except that they have a flat-rate for platforms, instead of expensive add-ons to support more platforms. (and no browser plugins required!)
I'm sure you unity devs will laugh at this but in general Unity is designed to not crash. It's an app. Its document is a game. Unreal on the other hand is a game that assumes you have no bugs. By that I mean being a game it assumes the end goal is shipping code. It's not designed to be an editor so it not designed around being stable. It's designed around game code not editor code. If you want to edit code live requires you to use XCode or Visual Studio. If you make a mistake the game crashes taking down the editor (since that's running in the game) and everything with it.
I have licenses to both Unity and Unreal and have personally shipped 17 commercial games and written their engines from C64 all the way through 360/PS3. It's not like I have no clue
And yes you can downvote this shit too but gees. Nothing I said above is false. Post some counter facts if you disagree.
You need to build unreal from source for it to work(!), and their doco refers to UE 4.4 .....
KSP's performance is probably bound by a physics system that is abnormally complex for games. Unity's version of PhysX is based on an older, slower version. Unity 5 brings that up to date so if Squad decide to continue development on 5 there should be some improvements straight away. Unreal uses the same physics middleware out of the box.