I think it's important to maybe push less for specific things and more just push for a general understanding that we are still in a world of tradeoffs. Unity has a lot of really severe problems. That doesn't mean it's always the wrong choice.
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Not sure what the total number of years of dev time is for most major engines, but some are probably in the thousands of years, quite literally. It is probably quite rare for a full-featured 3D game engine to have less than ten years of total development time (devs x years).
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On the other hand, if you're shipping, like, an XNA-level engine or something, sure. That's like a few months of work.
End of conversation
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Unity has tons of odd books and crannies a bespoke solution wouldn’t have. IL2CPP comes to mind, and a lot of the asset bundling stuff. Signed Distance Field fonts are cool, but I can’t imagine rolling my own system for that!
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