When comparing Unity vs Clickteam Fusion 2.5, the Slant community recommends Unity for most people. In the question“What are the best 2D game engines?” Unity is ranked 8th while Clickteam Fusion 2.5 is ranked 34th. The most important reason people chose Unity is:
Unity3D provides an exhaustive documentation where everything is given a full description supplied by a number of examples as well as video and text tutorials and live training sessions to understand the ins and outs of the engine. In addition there's an ever-growing community that can offer advice to help resolve any situations that may arise. Along with the official Unity resources, there are [many high quality](http://www.slant.co/topics/346/~beginner-resources-to-learn-unity) (and often free) third party tutorials available.
Ranked in these QuestionsQuestion Ranking
Pro Lots of resources to learn from
Unity3D provides an exhaustive documentation where everything is given a full description supplied by a number of examples as well as video and text tutorials and live training sessions to understand the ins and outs of the engine. In addition there's an ever-growing community that can offer advice to help resolve any situations that may arise.
Along with the official Unity resources, there are many high quality (and often free) third party tutorials available.
Pro Easy learning curve
The way the editor is structured, by setting scripts on objects, and the use of a high-level language, C#, makes it easy to learn.
Pro Lots of assets can be found in the Asset Store
For those developers who can't afford an artist, or aren't skilled enough to create their own art, Unity features an Asset Store full of a wide variety of free and paid assets that can be easily added to a game. The Asset Store has more than just music and art. It also has code and modules that can be added to games including unique lighting or GUI systems. It also has powerful asset management and attribute inspection.
Pro Allows for rapid prototyping
Unity's modular system and usability allows for quickly developing a prototype of an idea. It has features like drag & drop editing, shaders, animation and other systems already in place to allow diving right into developing a game.
Pro Very popular
Unity is a proven game engine. It is used by a wide range of developers - from small indies to triple-A companies such as Microsoft, Paradox, Square Enix and Sega.
Pro Can be used for free
As long as the development company makes $100k or less, it can use the free version of Unity to release games.
Pro Great editor
The editor GUI is very powerful and intuitive. It allows pausing gameplay and manipulating the scene at any time as well as progress gameplay frame by frame. It also has powerful asset management and attribute inspection.
Pro Works with 3rd party IDEs
You can use any C# IDE for it, but the ones tested which have Unity integration are:
- Microsoft Visual Studio
- Visual Studio Code (much faster than VS, but a bit harder to set up for Unity development)
- JetBrains Rider (very fast, has lots of functionality and best Unity integration, but it is not free)
Pro Over 20 platforms
Unity offers over 20 platforms for publishing including mobile, console, web, VR, and more.
Pro Has a great animation system
Unity provides a great state machine animation system called Mechanim allowing to separate animation from the model and assign the same animoations to different models.
Not tailored for specific types of games (like Unreal...), so it won't get in your way if you want to make something unique.
Pro Very optimized
Unity runs very smoothly even on systems that are considered "weak" by today's standards.
Pro Powerful standard shaders
The built in standard shader in Unity 5 is incredibly optimized and supports PBS/PBR.
Pro Can create custom forms and tools
Pro OUYA support
Pro Flexibility is provided by a strong component programming model
Pro Has awesome plugins
Pro Free for mobile development
Unity allows free mobile development. There are some limitations.
Pro Export native runtime for all platforms
Be it Windows EXE, Android APK, iOS, HTML5 and Flash SWF, Fusion 2.5 is able to export your game to fast, truly native runtime for specified platform with a click.
Pro Intuitive drag & drop interface & visual event editor
CF2.5 uses a straightforward drag & drop editor that allows for easy level, animation and event creation without having to write a single line of code.
Pro Not only is it the best, it is the original
This software has been around since 1994 (then called Klik & Play) and is still going very strong. Also, one of the founders of Clickteam was the developer of STOS BASIC and AMOS BASIC for the Atari ST and Amiga computers.
Pro Community-driven extensive object repository
Click Fusion has a great selection of extensions submitted by the community.
The extensions cover a variety of game-building tasks including parsing of strings using up to two alternating delimiters using the "Tokenizer Object", generating random numbers without reusing them from multiple lists which can be refilled and distinctively replenished with the "Random Multipool Object" among others.
Pro Developers work so closely with the user base
Dedicated Bug tracking system linked to user forum for ease of access.
Pro Box2D physics engine included on all platforms
Clickteam Fusion 2.5 brings to you the box2D physics engine.
Pro Can also create Windows applications
CF allows creating Windows applications. Additionally, due to hundreds of available extensions, the process is quick.
Runs well under high object numbers, particularly on PC and iOS thanks to hardware acceleration.
Pro Upgrade discounts
If you buy Fusion 2.5, and later decide you want to upgrade to the Developer version, or in the case of moving from MMF2 to F2.5, the company offers upgrade discounts.
Pro Free version
A free version is available for download here.
Pro Supportive, passionate community
Any time you have a question or a problem, the community and the software developers are there to help you out either on forums or steam. The devs repond quickly to private messages or instantly on ClickConverse (chat). Additionally, many users have support sites with open source examples and tutorials.
Pro Permissive runtime license agreement
With the Developer edition of the product, there are absolutely no limits or requirements when selling your creations. You are free to make as much money as you want (this applies to the Standard edition too), and you don't have to include any logos or credits in your creations.
Pro Balanced feature set
An excellent compromise between ease of use, power, flexibility and ability to export to different platforms. Easy to learn for beginners with the ability to make complex things, of course, at the expense of a larger effort. Good rapid application development tool for making 2D games.
Pro Great IRL user events
Clickteam holds user conventions for customers to come along, meet the staff and hang out with people who they've met online. This furthers the community spirit which is so prevalent around Clickteam's products and it's a fantastic weekend.
Pro Exports native mobile code, making great performance games
Pro A great unofficial community for Spanish-speaking users
A great community in Spanish where you will receive all the help you need to solve your doubts and problems. You'll also find all kinds of resources and materials in Spanish.
Una gran comunidad en español en donde recibirás toda la ayuda que necesites para solucionar tus dudas y problemas. También encontrarás todo tipo de recursos, tutoriales y ejemplos en español.
Have used fusion 2.5 through all of its iterations, even when it was owned by imsi as CNC ( click n create ) it has been very stable and projects have been known to run on almost any Windows based computer. The projects you create even run on future versions of Windows with never many issues.
Pro Great online store to get free and paid assets
Pro Great for non-game apps, such as tools, utilities, multimedia projects, etc.
Pro Great formula editor, which allows you to create complex maths and events with ease
Pro Box2D physics engine
Pro Can create custom extensions
Pro Visual (HLSL) effects
Con Very bad terrain
Native terrain creates a lot of draw calls which is bad for performance.
Con Hard to maintain projects due to vendor lock
Unity3D is proprietary, closed source game engine. Unity asks money for features like basic version control support, etc. It is impossible to migrate a game from Unity3D in case performance does not satisfy growing requirements of a project.
Con Garbage collection can't be turned off
Given the use of C#, the memory control is out of the developers control, this can be good, but not controlling memory means that the garbage collector can trigger at any time and ruin performance.
Con Weak memory management
.Net libraries are slowing it down, memory safety is compromised, classes have to be implemented to manage objects in memory, like object pooling.
Con Very self-centered engine
Unity3D uses very unique approach for doing things. Most of the knowledge acquired while using it, would be completely non transferable to other engines. Advanced Unity3D programming is really dealing with Unity3D bugs, and finding loopholes around engine issues - nothing to do with graphics, etc. Skills which would be valuable with other engines.
Con Adds too many features without fixing earlier issues, rapidly increasing number of bugs that will never get fixed
Unity continues to add many new features without fixing earlier issues. Unity is either understaffed, overambitious, or both, resulting in a continual increase of problems and degraded experience across a number of platforms. Many bugs are reported daily and never get addressed, and there are many bugs from previous versions that are never looked at or fixed.
Con Bad batching support
Draw Call Batching is done automatically and does not include Skinned Renderers (eg. characters). Also for dynamic batching, meshes need to have less than 900 vertices.
Con Encourages bad coding practices
A lot of Unity code feels like a hacked blur of arguable coding practices. C# and .Net usage in Unity is questionable. A lot of the API is done in "C Style" (public static methods, available at all times), encouraging the use of public fields for everything, a lot of questionable implicit casting. The list goes on.
Con Increasing number of bugs
With each new version things may stop working ,for example with Android, some bugs are never getting fixed, like the freeze bug with adb.
Con Moderators on forums are sometimes arrogant
Con Dark UI theme not available in the free version
Dark theme, which is a must for prolonged work without eye strain, is only available with one of the paid monthly plans.
Con Mobile builds (Android, iOS) take about 18MB at least
Even a Blank Project, Needs 18MB for the APK file (on Android).
Con Asset bundles can be cumbersome
Asset bundles are a way to load external resources that are not packed with the game or application and offered as a separate, optional package. However, they may not be compatible between versions or even platforms (you have to create them separately).
Asset bundles need to be loaded and unloaded, avoid concurrent loads from web or cache or a naming collision can happen. You can find workarounds with static objects (load
obj files and textures by code), but for animated game objects you are pretty much stuck with this.
Con Price is very high
Cost is based on Revenue:
less than $100K = Free
between $100K and 200K = $35 a month per seat
greater thank 200K = $125 a month per seat
Con Docs have inconsistent choice of scripting languages
Con Comparatively high learning curve is putting it nicely. Expect to spend days upon days researching basic functionality.
Although C#, JS, and Boo have documentation available online, it can still be difficult to understand the library and Unity's component based system.
Con Asset store is required to replace engine functionality
You will need to, for example, buy an input manager asset off their asset store in order to replace their own terrible inaccessible input manager.
Con New il2cpp script backend is show stopper to some iOS projects
Il2cpp script backend is required to build arm64 app, but it's still very buggy and not production ready.
Con Bad input
Their input manager cannot be accessed via code. If you want to update controls at runtime (which any PC game should be able to do), you'll have to roll your own. Except joysticks are also not available via code.
Con Bad raycasts
Con Bad model importing
Con Some features are really outdated and major updates are few and rare
There are some features that could make the software a lot more powerful but Clickteam does not have the staff resources to handle updating the software to be competitive with similar software.
Con Many extensions not available on non-Windows platforms
A lot of community-made extensions are only written for Windows, making it hard to port your game to other platforms.
Con Its Event Editor can be cumbersome if you are working on complex projects
While Fusion's visual programming event system is great to simplify things, it can be much more cumbersome to work with it than reading lines of code when you are working on a complex project. Especially if your events involve many nested conditions and lots of objects on the frame.
You are able to group events and objects, but it doesn't help at all if there's lots of conditions on an event and it becomes pretty hard to read.
Con No animation/object hierarchy
You need to position/rotate objects manually.
Con Many event 'gotchas', especially with object selection
Many events have very unpredictable selection behavior, e.g. the 'Create' action (where the selection depends on whether a selection list already exists).
There is also a lot of subtle selection behavior, e.g. implicit object pairs for actions when an object is used in an expression.
Con No native animator with curves, etc
Con Slow event system
Since the event system is interpreted, complex frames will start to slow down. This is also caused by poor code reuse, as usually, you need to copy+paste events with new conditions, making it impossible to cache intermediate results.
Con Poor native movements
The native non-physical movements are practically unusable if you don't want to use Box2D physics in your game.
Con Cannot script editor
You cannot script the IDE or editor with e.g. macros or custom functionality, like you can in other popular game engines.
Con Need to write C++ extensions when existing extensions don't cut it
If you need e.g. a Steamworks extension or 3D display extension, you need to move out from the event system and create extensions in C++ with a cumbersome API. Fusion does not have FFI calls like other programming languages