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The Virtual Frontier

Roblox Studio vs Unity: Small Team Development Comparison

April 17, 2025 by aek5594 Leave a Comment

Intro

I’ve been a Unity developer for nearly a decade at this point. I started using Unity sparingly in 2015, at the beginning of my college career, but really ramped up my use of the tool in 2017. Since then a majority of my projects have been done using the Unity engine. I’ve become comfortable with C# as a language, and a lot of the… intricacies of Unity as a platform (e.g. Coroutines still running even if the object that started them isn’t active, UI Scaling for scenes being pixel based for dimensions instead of Unity’s default units, so canvases end up being 1000s of units in size, and Unity’s physics acting weird at very large or very small sizes). But this year and last year I’ve spent a lot of time working with other platforms: Unreal, Roblox, and RPGMaker, and today I wanted to talk about some of the differences between Unity and Roblox that have stood out to me:

Collaboration: Real-Time Co-Development vs. Version Control

Roblox Studio shines in collaborative workflows. Its native platform allows multiple developers to work on the same project simultaneously in real time. Changes made by one team member are instantly visible to others, streamlining teamwork and reducing merge conflicts. This makes it ideal for younger developers, educators, or small teams prioritizing quick iteration.

Unity, meanwhile, relies on external tools like GitHub for collaboration. Developers must manage branches, resolve merge conflicts, and manually sync changes—a process that requires familiarity with version control systems. While powerful for large, complex projects, this setup adds overhead for teams seeking simplicity.

Live Server Testing & Deployment

Roblox Studio simplifies live testing. Developers can instantly publish a game to a private server, invite collaborators, and test multiplayer mechanics in real time—all without leaving the platform. Updates are deployed seamlessly, and Roblox handles server hosting, making it a turnkey solution for rapid prototyping.

Unity requires more legwork. Testing multiplayer games often demands third-party plugins (e.g., Photon, Mirror) and manual server setup. Developers must build and deploy binaries to test changes, which slows iteration. While this offers more control over server architecture, it adds complexity for teams lacking DevOps expertise.

Conclusion

I’m sure I’ll have more to talk about regarding this subject in the future as more of my time focuses on Roblox development, but I wanted to take the time to highlight these differences in case others are starting development and want to know about the collaborative differences between these engines.

Filed Under: Exploration, Roblox, RPG Maker, Unity, Unreal Engine, Virtual Explorers

Unity to Unreal Development Part 1: Prep work

April 9, 2021 by aek5594 Leave a Comment

If you have any interest in Game Development than there is no doubt you’ve heard of Unity and Unreal as the two titans of independent development. I myself have been using Unity professionally for over a year now, and have been using it for amateur development for nearly 4 years before that, but nothing exists in a vacuum, and with the eventual release of Unreal Engine 5 and Unity’s dichotomy of updates (really, it’s kinda staggering how their most recent stable release is currently two “years” behind the most recent beta release) I’m very interested in exploring new opportunities for development. Before I do any sort of move, or even open Unreal, I need to know what I’m getting myself into first, and that’s where I turn to tutorials.

Luckily, both Unity and Unreal have excellent tutorial sites, and wouldn’t ya know? Unreal has a whole tutorial series on moving over from Unity! They even got Craig Barr to do it, which means you’ll be hearing a familiar voice if you’ve spent any time watching Unity tutorials. That tutorial can be found here

After watching the course I kinda feel better about making the switch. I only say kinda because I figured that structurally Unity and Unreal are similar enough that I could eventually find my way around the editor, and I know that the struggle is gonna come once I start developing and need to start writing C++. At least, I though that would be a problem, until I found a neat little github repo called MonoUE which allows you to write code for Unreal using C#(yay!) or F#(cool? Does anyone know what this is?).  Another small gripe I have is every time you open a new window in Unreal it doesn’t attach itself like a tab in Unity, which is really a small thing, but something I noticed that’s probably going to frustrate me early on. On the other end of the spectrum, I think it’s really cool how UE occasionally releases assets from its games as free assets to be downloaded and used in your projects. That sort of thing can really help you either make your own game look better faster, or allow you to deconstruct what you like about the assets so you can replicate a more customizable version of it for your game!

So my next step is to actually get into a project in Unreal Engine and see what happens. Unfortunately I’ve run into a couple of issues with installing MonoUE (that’s on my end, not MonoUE) and to get it in my version of UE I needed to get UE through Github, which is fine, but it means I need to finish setting up UE through Github, and installing everything UE needs to work when accessed through that route. But once I do all that, I’ll get in and report exactly what it’s like to work in a UE editor as someone with Unity experience!

Filed Under: Exploration, Unity, Unreal Engine

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