I'm a PC game developer that's been using Unity for 2.5 years, and it was pretty clear after getting involved in the ecosystem that Unity Technologies was just resting on its laurels, and making decisions primarily on marketing to sell even more copies. Just a few pain points:<p>1) Mono hasn't been updated for <i>five years</i> due to licensing issues on iOS. GC pauses with a complex game can be hundreds of milliseconds, being stop the world non generational.<p>2) A similar story of PhysX, though I can't pin down the exact date, 2010 at the latest<p>3) They added a new particle system with flashy features, but <i>no scripting access</i>. I don't even...<p>4) Unity 4 added next to nothing useful (DX11 naturally on Windows only, Mechanim which was broken etc), though it was necessary to purchase to keep getting bug fixes<p>5) No 64 bit editor is very painful (I have 32gb of ram laying around doing nothing)<p>6) The project is riddled with bugs, being added and removed each release, though probably <i>much less</i> than hacky in house solutions which are the norm in the game industry<p>7) Nasty serialization formats make programatically changing the hundreds of meta files in a project next to impossible<p>However, I'm getting the impression that the new Unreal licensing scheme has been a real kick in the ass for UT, and they're taking the competition seriously. Nearly every major problem I've had with Unity seems to be being worked on now, for Unity 5, after a long period of atrophy.<p>I fully expected Unity to die a slow death, and that it was just a question of when to switch to something else (there is not much high quality competition), but now I'm not so sure. If they pull off their roadmap, it'll finally be an engine I will be happy to use and recommend. Right now my feeling is: it does the job, mostly.<p>Note that the experience making small puzzle games for iOS etc may be very different, I've done that kind of thing but not with Unity.