I’m building something heavily reliant on the physics engine. Unity you need to be an enterprise member for the ability to override methods related to physics. Easy choice
Is that why so many unity games have the same feel? I’ve started looking into the game engine that’s used and avoiding unity games.
I can’t say thats why, regardless of engine you’re trying to solve basically the same problems, more likely which example project is used as a starter, which I’m sure very much the same can happen regardless of game engine.
With the FOSS spirit however Im sure more contributors will make plenty of viable starter asset packs for inexperienced users and diversify the “feel”
But I can say being able to actually interact with the phys engine is practically what’s enabling my project, so I would imagine that also has a part in the feel of games