@sinbad Sure, Unity is all about freedom, but it used to reign it in in its own ways. There used to be one physics system, one input system, one rendering pipeline (although highly configurable, but so is Unreal), etc. It's the keeping adding new systems while also keeping the old around that makes maintenance prohibitive. Having all that overlapping functionality wasn't always part of Unity's DNA and appeal (if only because it was once too young to have gotten there yet). The contrary, I'd say.