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(+4)

I have been in this business for thirty years. We developed our own game engine in 1999 and used it until 2006. I know how much work and cost developing an engine is. So Unity back then was a great development as Unreal and ID's engine were unachievable due to their high licensing prices.
Right now, unreal is the only viable engine when it comes to stability and professionalism compared to Unity. The problem is, and I know this from colleagues that switched, is that Blueprint coding is very limited. For 'simple; games it is okay, but as soon as you are trying out-of-the-box stuff or more complicated features, you will need to switch to coding in C++. Being a deep programming language, there are two major problems: 1. It is harder to learn and you have to do a lot yourself (memory management, for example) and 2. The compiling times for even a simple script lies at 30 minutes to an hour depending on your system. Meaning you wait for that time until you can test if your new code actually works. Unreal is great for large teams, with the latest hardware, and big budgets. Their VR development until recently barely reached 45FPS from what I have heard from other developers.

I am pretty sure Unity will row the entire thing back and most likely fire Riccitiello. EA got rid of him when he messed their brand up. But that is only a guess, of course.

(+1)

Even when EA fired Riccitello, continued to be the hated company that it is, with the loot boxes, or even the crunch in games like Anthem.

Well, if Unity did the same, the situation won't change much, since they lost the trust of the developers.

It wouldn't be strange if Unity would soon be bought by EA itself.

(+2)

Ah.... ol' C++
Rather than shoot yourself in the foot as you can in C with malloc and reference pointers, with C++ you can shoot yourself in the foot where each copy makes additional copies which also shoot you in the foot! Fun!