I'm quite bearish on Unity in the long run. Unity to me seems like a team with a fantastic marketing department to contrast with a much weaker engineering department. I've tried to use Unity off and on for years and every time I spend time learning it, I regret it. I'm a full-time React developer, and the difference in engineering culture and best engineering practices between Unity and React is massive. The Unity ex…
Comparing a web library to game engine is a bit of a stretch. Unity is very nice to develop actually. It's a lot more simple than UE4 for example, but UE4 is much better suited for more complicated games, but then again, Subnautica is made in Unity, so Unity is very flexible. Neither is "bad" or "worse". Unity is obviously not perfect, but video game engines move and change all the time, that is the nature of the vid…
Let's put aside everything that the two libraries actually do for a second, and just think about them in the abstract. React very clearly tries to guide the developer towards correct patterns and abstractions. It's clear that React developers have thought very deeply about how to lead engineers towards the happy path of code with fewer bugs in it. It throws loud errors and warnings if you do something that could even potentially lead to an error down the line. They deprecate and eventually remove broken features. And it almost goes without saying, but they finish the features they're working on, rather than leaving them in the codebase in a half-finished state.
Unity does none of these things. Unity doesn't mark old features as deprecated: you could be using a deprecated or obsolete API for months without ever recognizing it because the only communication Unity gives you is a post on the Unity blog post from years ago. (This has happened to be multiple times.) Unity doesn't tell you when you're doing something wrong - you can still StartCoroutine with a string, even though you should be using a function reference. Unity absolutely does not try to lead your code towards the happy path of fewer bugs - GetComponent, possibly the most used Unity function, can easily trigger bugs because Unity does not statically verify that the component you're looking up exists, so if you forget and remove it later, your code will crash. React is very intentionally designed not to have problems like this.
I wrote like 4000 words on this topic, if you want more detail. Feel free to dig in if you'd like: https://www.notion.so/UnityIsFundamentallyBroken-e3b1474e7af...