Ive used both. With the addition of megascans and the integration with C++, i personally like Unreal. However Unity does have its own appeal. I do have some issues with both.
Based off my very poor understanding of unreal, i have no clue whether to use C++ or blueprint for dev work. It looks like blue print is the way to go, as the visual scripting system, but then C++ is also avaiable. They also give an option for project targetting either, which makes things more confusing. However the feature set unreal gives is very advanced compared to unity which is definitely a pro.
Unity on the other hand is easier to start with, however the integration with complex shaders seems lacking. The use of c# for the primary dev language is a definite advantage IF using C++ with unreal, which is no longer required.
I am personally leaning towards unreal, but would love to hear feedback on personal gripes about either.
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[–] the_old_ones 1 point -1 points 0 points (+0|-1) ago (edited ago)
unity lets you get up to a 30,000+ unit distance in all directions, so 60,000+ X 60,000+ X 60,000+ of workspace.
will it fit? probably, yes.
the only limit i've found is the maximum recommended distance coordinates above a certain amount literally overloads the system from the size of the number