https://www…com/watch?v=hu0bAB5e8D0
https://www.crushdepthstudios.com/codeorchestra
I think now more than ever it is worth reconsidering. We’ve got pipelines with common C# libs building and deploying in Unity and UE in parallel. C# and .NET 5/6 are a whole new ballgame 7 years after the thread was started.
We were able to lift and shift our common core libraries, including Dark Rift 2 networking for our MMO, from Unity HDRP to Unreal Engine 5 as a POC relatively easily with Code Orchestra. Imagine how many Unity C# devs would dive right into UE 5 if it was that simple (which it truly is when done right)!
Open source projects like UnrealCLR and Usharp face similar challenges, comprehensive and commercial-grade support requires either investment from Epic, or a path to sustainability for 3rd party devs. Allowing a 3rd party developer to distribute and support such extensions with predefined SLA’s governed by Epic enables proper development, growth, and support of the tooling while ensuring 's concerns are addressed at the same .
It’s not about UE C++ vs C# or rust, etc… the value is so much more significant - available talent pool, cost of resources, developer productivity, tooling, reusability (shared DLLs across many engines/projects/platforms), and so much more.
Our .NET 5 back-end MMO dedicated compute nodes and proxy servers share the same DTO code/libraries as our clients (UE 5 and Unity). A single shared lib compiled and pushed across modalities and architectures in a common pipeline allows us to iterate incredibly quickly. I find immense value in for our use case and I am sure there are many who would find such capabilities welcoming as well.