it's possible to make good and big games in Unity, but you can't rely on many Unity features in that case. Like, I'm sure there is barely any "Unity" in Genshin Impact, I bet they replaced most of the engine with custom tooling.
It's been a while, but I worked on some Unity stuff in the past (I had a decade of C# experience back in 2013), and this is what I saw for a lot of mid-size-to-large games (but nothing AAA, and definitely nothing compared to Genshin Impact!).
On a lot of those, the engine is more of a bare-bones renderer: only one Scene is really used, all entity instantiation and level loading is done by a user-land script. Some physics/collision was very custom too. Editors were also almost always custom, on larger games you write custom tooling, mid-sized ones preferred packages from the asset store.
Perhaps things are different now. Character movement was 100% offloaded to packages, but now there are more capable systems (I haven't kept up). But I still see a lot of chatter about how to do this kind of thing in forums, etc. Anyway, that's what I remember seeing, so: IME and YMMV, of course.
whstl|2 years ago
On a lot of those, the engine is more of a bare-bones renderer: only one Scene is really used, all entity instantiation and level loading is done by a user-land script. Some physics/collision was very custom too. Editors were also almost always custom, on larger games you write custom tooling, mid-sized ones preferred packages from the asset store.
Perhaps things are different now. Character movement was 100% offloaded to packages, but now there are more capable systems (I haven't kept up). But I still see a lot of chatter about how to do this kind of thing in forums, etc. Anyway, that's what I remember seeing, so: IME and YMMV, of course.
saint_angels|2 years ago
hehe, no. Things are pretty much the same. Source: I'm working with Unity daily.