The most succinct explanation for the difference is that Unreal gets your game financed, Unity gets your game made.
> There’s still these pervasive beliefs that Unity is better for 2D or better for small teams, and it just isn’t true.
You're coming at this like a feature box checking sort of deal. There are so many bigger picture things going on with the differences between the two engines. I'm actually not saying that one person should use one or the other - they are simply made to do and make fundamentally different things. For example, if you're aspiring to make a top-ranked Steam game, it makes a lot of sense to use Unreal, because those are all multiplayer FPSes; and it also is telling you that you need a team of 10-100 people and at least an $8-$100m budget, because that's how much it costs to "enter" that space and build on Unreal. Your takeaway shouldn't be "for small teams" or whatever, because you're looking at the wrong stage in the pipeline.
There just are not games any more for which Unity offers any legitimate advantages over Unreal. Unity has been incredibly stagnant as an engine for pretty much a decade, while Unreal has expanded its capabilities and feature set to now virtually fully encompass those of Unity. The idea that they are designed for different things is just out of date.
In 2023 I think the only legitimate reason to pick Unity, and this is a very good reason for what it’s worth, is experience with the engine. I say this as someone who published games in Unity in the past and has transitioned to Unreal. They are both general purpose game engines serving the same teams and the same games, with the exception that Unity cannot support truly top end games.
- Tilemaps generally
- Tilemap with rule-based brushes
- "Sprite shapes" basically free-form 2D polygon sprite created via a shape editor
- 2D collision with polygon colliders (bonus points if the two can work in tandem)
- 2D lighting
- Snapping things to a grid? Like moving props in a scene on a grid. Or editing a shape to snap to a grid?
> Snapping things to a grid? Like moving props in a scene on a grid. Or editing a shape to snap to a grid?
Out of the box you have [0]. With about 10 lines of code, or a few blueprint nodes, you can support more advanced snapping.
[0] https://docs.unrealengine.com/4.27/en-US/Basics/Actors/Actor...
The one exception is junk mobile games, and even then I think Unreal is a completely reasonable choice.
Unity has been well and truly left behind with the gap widening every day and they know it.
Their coexistence is a legacy of a time where Unreal had not widened its viable use cases beyond triple A style 3D games, but that hasn’t been the case for years now. It’s just taking a whole for developers to catch up, and obviously there’s a lot of inertia with Unity projects and experience.