&gt; <i>I can&#x27;t afford to spend my time dealing with bugs I didn&#x27;t cause myself</i><p>It is very frustrating to deal with bugs introduced by others, a product or engine changes that you aren&#x27;t aware of.  But you have to balance that with how much you can get done in your own engine&#x2F;tech with the time wasted from bugs, and how much time you want to spend on tech vs games.<p>For 2D games, building your engine is probably doable with lots of small kits like physics libs (box2D, bullet, etc), libgdx, sdl etc but for 3D games and certain titles, a single person working on an engine is difficult, tons of work on the tech side.  So the balance is key, whatever makes you able to ship more often is probably the best choice.<p>Unity is used by many people and does have very frustrating releases that aren&#x27;t solid many times.  Recently 5.3, 5.3.1 [1] all have issues.  For a long time in 2015 the IL2CPP iOS versions were broken.  But doing it alone you get caught in a tech swamp instead of making games if you aren&#x27;t careful and limiting. There will be times where your engine product or team or yourself is wading tech changes that are needed and take time away from game making.  During the period of IL2CPP and Unity bugs, games could still be developed in parallel and for other platforms, so this is a benefit even though there are bugs.<p>Even when we do engine or platform based games it is a good idea to keep it as platform agnostic as possible.  In Unity this might be keeping all source assets, using less MonoBehaviours, storing&#x2F;loading data in JSON&#x2F;web formats rather than in serialize prefabs. Anything that locks your game into one engine too much one should be careful of to limit your surface area of exposure to bugs by the engine.  For a long time other UI libraries ruled Unity before they made their new UI, it is still a bit buggy but better.  For a long time Mecanim was not very solid and many still use legacy animation.  The newer Shuriken particle systems are awesome but not as accessible in code and had scale limitations for a long time. You just have to see where areas are solid and not venture into areas prone to bugs in your own engines or existing engine platforms for shipping games like Unity&#x2F;Unreal etc.<p>[1] <a href="http:&#x2F;&#x2F;forum.unity3d.com&#x2F;threads&#x2F;unity-5-3-1f1-particle-system-errors-invalid-aabb-result-isfinite-d.374926&#x2F;#post-2432662" rel="nofollow">http:&#x2F;&#x2F;forum.unity3d.com&#x2F;threads&#x2F;unity-5-3-1f1-particle-syst...</a>