I'd rather say: you should know what you're doing when you choose to use a preview/experimental package. I would advise against your advice though. I have no exp with HDRP but URP is coming along real nicely, it's stable, fast, constantly improving. I think they nailed it with this one through a long and painful process because getting all kinds of input under one system and UI is an incredibly daunting task! There was a lot of turnaround among the new input system staff from what I've picked up frequently browsing the jobs section of Unity (it's more insightful than the roadmap seeing what kinds of skills they're looking for). The new input system took a VEEEERY long time either, they just didn't spread the word around that so much. However, they couldn't have just come around with it a year before release letting everyone now: "Btw, you now need to learn how to program Unity games from scratch and it's not going to be easy." Actually, I think even the devs including Unity's CTO were overexcited, rightfully so, but not expecting this to eventually turn around since it'll be years before it is production ready and well integrated into the engine. I think they underestimated the complexity of something like DOTS and pushing the word out so early so much, that a lot of people got overexcited. (Full disclosure: Am Mac user and currently Computer Science student specialising in Video Game Development) Maybe that’s a failure of communication from the marketing team at Unity. Installing the latest releases means your’e constantly in beta effectively. Road to sanity for me seems to be: Always choose LTS for starting new projects if you don’t have a very specific reason. Unreal I’ve only dabbled with and mostly the games I make don’t require AAA graphics. I prefer Unity to Unreal because of my familiarity with Unity and c#. And that’s why i’m predominately a console gamer. I guess it’s not a priority since Mac support seems (from my experience) not to be a priority with devs, judging from filtering ‘Supported for Mac’ on Steam and general sentiment on forums and interviews i’ve read. It is a known Unity bug, support knows about it and has known for a long time. The “fix” is going into terminal (the command prompt for Macs) and changing the file permission (or USB it uncompressed and compress it on a friends Mac before distributing). The same happens if sent uncompressed to Google Drive, which compresses it automatically for you. But if the build is compressed on a Windows machine and then sent to a Mac, the file permissions get corrupted. A project can be built out for Mac on a Windows or Mac machine and run on a Mac just fine. All software suffers from the same problem, to a greater or lesser degree. You can't completely escape this mess by using a different engine. You have to navigate that mess by choosing, over and over again, whether to use some fancy new experimental feature in Unity. you might see the design flaws in the old input system that are fixed in the new system, or you might see the rough edges in the new system that don't quite work as well as they should, yet. No matter which option you choose, you might have some regrets. That makes it sound like the old system is deprecated, and you shouldn't use it. The new system is in an experimental package. The problem is that you'll often see two ways of doing something. Lots of the new stuff is marked as "experimental". Meanwhile, the old ways of doing things in Unity generally still work just fine, just as well as they used to. The mess is mostly new features & new ways of doing things that don't quite work as well as you'd like. My experience in Unreal has always been AAA with engine modifications and the upgrades are way more painful than Unity due to the merges. Having said that, I still prefer developing in Unity and dealing with those edge cases as they arise. One of my plugins that does cross-scene referencing has an engine level warning that I just can’t disable, despite the plug-in handling the case perfectly. I have written low level plugins for Unity and at a certain level you need to guess what they’re doing or black box decipher it. You cannot fix implementations at a deeper level than that code or even work around it, without coding around a black box. If you come across a bug in Unity, you need to file a bug report and you can attempt to work around it by reading the top-level of the C# code they provide. If I come across a bug in Unreal, the only barrier to my fixing it is how much time and effort it takes (or if I can understand their c++ code, sure).
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