As a Unity “refugee” I’d like to put a few thoughts in…
I jumped on the UE4 bandwagon one week after subscription opened. That’s how long it took me to get my head around and realize where my future direction lies.
What I do not understand though is why is everyone so desperate to get C# in UE4?
Unity has C# and I never found it to be that “hot” - matter a fact, the whole process felt cumbersome. You couldn’t be a game designer without knowing C# or their JS version of the API. In UE4 you do not have to know C++ and can still design an entire game without writing a single line of code.
No, I am not code shy and I think my past work on the Linux UE4 shows that, but I just feel there’s a deeper market penetration (read more users) through Blueprints/C++ than with C#. Besides, if you are going to learn a programming language, C++ should be it, as it offers the most skill development/re-purposing than C# does. If you learn C++ you can apply that to most platforms. C# really only applies to Windows, in general.
The issue of UE4 being “heavy” on resources, let’s not forget that Epic is building a next-gen game engine. Think not of today, but of tomorrow. It’s still very much work in progress.
But, I believe the most important issue is the economics. UE4 gives you an ability to start with just one-time $19 investment, and get everything (including the source code, platform support etc), while Unity does require you to invest $1,500 + $500 for each additional mobile platform. Not to mention you will need at least half a dozen packages from the Asset Store to supplement the lack of basic features in Unity that you get with UE4 OOB. The argument here was that with $1,500+whatever else you get to keep your Unity Pro license. To that I say, for $19 I get to keep whatever I got from Epic as well.
Also, many people have complained about the 5% gross revenue share with Epic, plus 20-30% needed to pay to various app stores (Apple, Google, etc). Fact is, many indie devs around the world live in less-than-ideal economies and countries. And even if they lived in so-called 1st world nations, most of them will not see $3,000 in sales from their project/game release, which means that Epic will not even bother you with those 5% revenue share. You keep what you sell, literally. Making $2,000 is still a better payout than making nothing and with a $19 initial investment, it’s a real no-brainer which engine to pick.
According to some, Unity offers quicker/easier prototyping/iteration, but that’s up for debate really. What happens when you need to take your iterations to the next level and actually produce a final result. From everything I could see, that jump from iterations to a product is one of a magnitude. With UE4 it seems to me that things are more like stepping stones towards the final goal, where the curve is not so steep. But that could be just my own perception of things.
Either way, there was at least one lengthy thread on Unity forums about UE4 vs Unity you can look up. In it the “Unity loyalists” stood their ground till the end, continuously ignoring the other side (or even the facts). I guess just as Tobbo said (and I’ll paraphrase): "You know by posting in the Un(-real/-ity) forums you’re going to get biased opinions. "