I'm a full time Unity dev, but have many years of Unreal experience, and we occasionally look at what Unreal is doing now. To be honest, I just don't want to code in Blueprints or go back to C++.
If I were building a multiplayer game, or a big open world game, then I might be convinced to give up C#, and go back to Unreal.
With regard to management of the engine, I think there have been some less than optimal decisions, (URP vs HDRP, Multplayer, DOTS) but its really a huge project I hate to criticize because I'm not sure I would have done anything differently.
The revenue from mobile apps is quickly drying up now that we are getting stronger anti-gambling laws. Because let's be honest, mobile games make money by hooking rich gambling addicts. That's why the industry calls them "Chinese Whales" and the "99.9%-ers" who are allowed to play for free so that the actual customers have enemies to crush with their pay-to-win items.
That said, I have a very low expectation of Unity-the-company to pull this off successfully.
Care to elaborate? As in, what sort of legislation is coming up widespread across countries that would harm the revenues of, say, Candy Crush?
https://www.bbc.com/news/newsbeat-49674333
"Loot boxes 'link to problem gambling'"
https://www.bbc.co.uk/news/av/uk-england-46295317
"Number of child gamblers quadruples in just two years"
https://www.bbc.co.uk/news/business-46286945
"Could Candy Crush Saga be a gateway to gambling?"
https://www.smh.com.au/technology/could-candy-crush-saga-be-...
"How ‘Near-misses’ in Candy Crush Increase Frustration, and the Urge to Continue Gameplay"
[..] "some players can, and do spend more than they can afford on these games (Lloyd 2016)."
[..] "Tellingly, Candy Crush players often specifically liken Candy Crush to slot machine play to convey its appeal"
GDK_SCALE=2 GDK_DPI_SCALE=0.5 ~/Unity/Hub/Editor/2020.3.25f1/Editor/Unity
oof
It's all terrible right now but they will get there.
Also, Unreal has enough money to burn (from Fortnite) to venture off into new spaces. Unity is taking far more of a risk here, since these indie gamedevs are still the main revenue flow (especially considering that Unity sells their engine in a monthly seat-based system rather than a revenue sharing model like Unreal). If these core users move away and investors become skeptical that Unity's going to make money (they're still burning tons of investor money every year without significant revenue), what we're going to see is a total disaster.