I'm not going to reply to everything because I've already addressed most of it and I don't feel like repeating it all.
Well to start on the bugs, Ori and the Blind Forest's Gino tree bug, Pokemon Go's gym bug where even after beating a gym, Doesn't change anything and would require you to beat it several times over, I could go on forever on known bugs like this. It's just Unity is far more likely to not land on that rock when your character jumps and read it as a Collison or not always 100% likely to make an Enemy NPC Chase you correctly. Or possibly do something that requires you to restart your game. Or possibly do something that requires you to restart your game.
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Okay, so none of the bugs you listed is related to the game engine. As far as I’m aware were fixed by the developer (because it’s an issue with development).
But you're likelihood of Unity making a small goof and not reading code correctly time to time is just a higher chance than that of other engines. Which does not make it a bad engine, It just requires far more maintenance to keep bugs out of the game when the engine isn't doing something right in some fashion.
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How does a game engine just make a “small goof”? It’s a program - it doesn’t just misread a line of code. Yes, they encounter errors but the majority of them come from bugs in the code itself. The engines themselves have their limitations but I don't remember ever having an engine encounter a "small goof" that wasn't fixable.
Half your argument is that Unity is “buggy” and that it causes bugs in games. Unless you can backup what you’re saying about these bugs being a result of Unity itself then I’m just going to ignore it, because it’s just plain wrong.
The issue is not the game itself but rather will the engine always do what It is scripted to do if you wanted to check out a menu or something. Which just requires more work than it actually needed.
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Yes the game engine will pretty much always do what it’s scripted to do. This just doesn’t necessarily mean that it does what the developer intended because they can make mistakes. Again, no issue with the engine.
Most game engines are fine for Mobile, But when we talk about Mobile development it doesn't make much of a difference whatsoever if the developer decides to make terrible memory management, Unreal is a bit more heavier with the APK packaging yeah, But with C++ it doesn't make it much more different than anything else, I've never experienced a single issue in my experience for performance for Unity and Unreal and other engines I made Mobile development, I mean hell this game below which I been making for the past few years or so, Which i made copies for on Unity and Unreal doesn't have much of any performance issue for when me and my friends play on it(It's a private game, Not public) and this game has a lot to it. Never any performance issues from either Unity or Unreal when on either engine when we was on our mobile devices playing it, Same goes for for anything else I made.
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I mean it’s a 2D pixel game, I don't think you're going to encounter many issues with performance. Most developers tend to agree that Unity is better for mobile, though it again is very dependent on your project.
You keep defending Unreal but I really don't have a problem with it. I enjoy developing with Unity more but Unreal is usually the better choice for most larger games. I just disagree with your sentiment that Unity is buggy and a generally bad engine, every time it's mentioned you're ****ting on it.