Choosing Between Unity and Hybrid-App Development
- Ethan Toney
- Jan 18
- 1 min read
When I first started working on my game, I had to pick my tools. Most people, like me, have a few options to choose from. We have options like Unity, Unreal, Godot, NativeScript, React Native, or even Flutter or Kotlin. There's the wrapper, the hybrid, and the native.
I'm most familiar with Unity, ReactNative and NativeScript, so those will be the ones I mention here.
ReactNative is much like React, using good ole' JSX. You can make native-like apps using ReactNative, but I knew that a hybrid-app using ReactNative wasn't what I wanted.
That left me with NativeScript and Unity. With NativeScript, I could use Vue.js and build another native-like app. That's the beauty of native-like apps, they can look and feel like native apps. The performance is good, the battery performance is good, and everything tends to work pretty well together. I would've picked NativeScript for my game based on the navbar layout (pretty much hassle free), and the fact that everything flows smoothly and feels native.
The game I built my idea off uses a native or hybrid approach. The navbar icons and text change colors upon tapping on them. The performance doesn't have hiccups or run the battery down quickly.
The only issue I had was, well, I'm used to Unity and trying to push myself to make better performing games. This pushed me to use Unity. Unfortunately, now I deal with having to write code to handle everything that's built-in with a hybrid framework.
I'm also dealing with heavy canvases, battery issues, and circular-dependency. Yay!
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