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> remain in unity while also developing as much as possible in an engine agnostic manner You can't really work in an engine agnostic manner without drastically
by alexvitkov 3y ago
> remain in unity while also developing as much as possible in an engine agnostic manner
You can't really work in an engine agnostic manner without drastically handicapping yourself, the whole point of engines is that they provide a large & coherent set of tools that interface well with each other.
Engine hops can and do happen, but if you're going to engine hop the best time was 6 months ago, and the second best time is right now. It's a lot of work, and for most cases deep in a project, the best bet is most likely to stay with Unity.
Rewriting the code is the easy part, if you're familiar with both engines & their languages you can copy & paste & fix errors, probably at a rate of 10,000 lines/day. The killer are all the level data, materials, prefabs, custom editor tooling and the entire workflow of basically everyone aside from programmers, that need to be rebuilt from 0.