As far as I can understand Unity3d simply wrap opengl commands
You create a mesh in the run time,then you can manipulate its vertices
In 3dgs you can upload a prefabricated model in the model editor
The model editor returns an index for each vertex which you can manipulate
3dgs is much more powerful, I suppose ( only from this point of view )

Quote:
It bothers me if people always "try" Unity for an hour and then be like "i've used Unity it sucks its missing feature xyz".


agreed wink