juvelez wrote ... Extensions: Unity: more than 200 free extensions directly supported by Unity, a vast Assets/extensions market place centralized and regulated by Unity and with access directly from the development tools, all of the basic native access are included, IAP, Ads, Social, Device ID, ALL Sensors, etc. etc. AIR: you find 3 mayors ANEs vendors with pretty high prices and some seems abandoned, Milkman for example, never answered a single support mail You forgot to mention the long list of open source ANE which are free juvelez wrote ... Platforms: Unity: 11 platforms including Web, Game Consoles, TVs... 2 architectures per platform AIR: offers just 3 platforms, and only one with 2 architectures: iOS, includes a very limited and basic native access you must even pay a month subscription to have access to the device ID for Unity many platforms, the web in particular, do not implement the whole API so yeah there are a lot of platforms but not all of them are at the same level for AIR, only 3 platforms? nope it is much more than that AIR has the great advantage of a consistent versioning for many years so if you downgrade the AIR version you can reach much more publishing targets Windows: Intel 32-bit and 64-bit downgrade allow you to reach old Windows like Windows XP etc. macOS: mainly Intel 64-bit downgrade allow to publish for Intel 32-bit and PPC iOS: mainly 64-bit, before 32-bit was supported too as a platform you can add tvOS too Android: ARM 32-bit and x86 32-bit AIR 33 add ARM 64-bit (maybe x86_64 64-BIT?) there also you can add Android TV as a platform Linux: downgrading to AIR 2.6 allow to publish to x86 32-bit Elf binaries so even conservatively, AIR can publish to 4 platforms (Windows, macOS, Android and iOS) and at least 2 with 2 architectures or more (Windows 32-bit/64-bit, Android Armv7/armv8/x86) juvelez wrote ... Editor: AIR: No 3D Editor, No GUI Editor, Adobe Animate can be used as 2D editor if your app is going to use CPU acceleration, there is no editor at all for GPU acceleration, the app packager can be used now only for RSA2048 signed apps, we must abandon support for old but still active signed with RSA1024, 1 programming language, and pretty limited, no native compilation, AIR is just a runtime for the compiled SWFs that's the main reason AIR will never offer a complete native hardware support, even for common tasks like camera or microphone, pretty obsolete sound API, no particle system, no physics, no machine learning, no state machines, you can't even use MovieClips with timelines on Stage3D Frameworks like Starling, because are completely unsupported, pretty good networking but the only option to implement true P2P never came out from labs: Cirrus, and past week Adobe announcement that will definitely kill it, well that is pretty sad, the only option for multiplayer game development, is to use third party networking/servers or have their own datacenters to install their own servers, etc. etc. etc. only 1 programming language and no native compilation? you're forgetting ANE there everything you're mentioning about "never offer a complete native hardware support" is there in the ANE so sure, you can not just write C (or whatever else) to build the full app in another language but I would argue ANE can pretty much extend AIR to access anything and I would add in a pretty nice way same for MovieClip and Stage3D, you can use both at the same time, maybe not the way you want "P2P never came out from labs", you had Adobe Media Server for years, expensive but it is there "the only option for multiplayer game development, is to use third party networking/servers or have their own datacenters to install their own servers" yeah well most case are like that whatever the runtime/framework, or at least it does not come for free by default see Unity Multiplayer Estimate Your Monthly Bill also How much does Unity Multiplayer cost? – Unity Unity offers a free amount of Concurrent users (CCU) for each license. Personal: 20 Concurrent Users Plus: 50 Concurrent Users Professional: 200 Concurrent Users even 200 CCU while free is not much 1000 CCU for real-time will set you up to ~$300/month, that's not free at all just sayin'
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