It's annoying when you're a solo dev who wants to handle everything in code, but they're definitely trying to optimize the workflow for a small diverse team rather than for a programmer or group of only programmers.
> And then I have no idea how to predict if any given video or documentation or sample project is out of date.
100% agree with this. I wish I could just buy a comprehensive book on an older version of Unity and stay on that as long as I can. But I can't really find much for more advanced Unity that doesn't exist as a video or GDC talk. (though an exception would be the catlikecoding tutorials)
honestly it's extremely useful even if you're an experienced programmer working alone. Being able to pause the simulation, move some objects around in space, and then resume the simulation is extremely powerful. Typing out the coordinates into code would: be ridiculously tedious -and- force you to commit to disk (by writing the files) the changes to something you really only need in memory. Being able to play with the state of the simulation by hand is extremely powerful.
honestly just think of the scene as being analogous to a browser DOM and learn which methods the game engine invokes on the objects and in which order. That's described here: https://docs.unity3d.com/Manual/ExecutionOrder.html
Unity's recent changes into everything is a package is a total mess and reminds me of how Rails became a mess after it tried to move everything out of core and into gems.
You still have to put in effort, but if you find the right assets it can really make things happen faster.
The training material for Unity is above and beyond UE4. Any type of game you want to create already has a template on the Asset Store. UE's asset store is still packing .
I couldn't imagine solo dev on an Unreal Project .
The available learning resources for Unity are much better than they are for UE4. I want to add X to my game, I Google it and find ether an asset or open source project within minutes .
For my current project I found a half dozen templates to start from. Everything in UDK was ether half done or abandoned.
Of course both , or even rolling your own , are fine.
Ultimately, well resourced team may choose to develop their own engine for the flexibility.
I really hope Unity raises tons of money , and inspires some decent competition here.
Unity is the worst game engine, aside from all others. UE4 is a convoluted mess. I've tired several times , but even getting it setup with the C++ build chain is a pain.
Godot ( which epic funded recently ) isn't done yet.
I'm going to stick with Unity until someone else can build an easy to use game engine. Ultimately Unity does tons of very difficult things, like I wouldn't want to write build systems for a half dozen platforms solo.
The asset store is easily Unity's greatest advantage. With about 1000$ and a month you can make a full playable games. I also owe Unity my career. I work far from game design , but Unity taught me how to program.
In my dream Valve releases Source 2 , it's just as easy to use as Unity and then game developers have a real choice.
Or I get a spare 600k to build something in UE4. I'm a fairly experienced programer and I still can't make heads or tails of it