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.