Unity is a multiplatform game development tool, specifically aimed at high-end game design. It is feature-rich and packed full of tools like extensible graphics, highly optimized scripting, particle effects and the Ageia physX Engine.
Because Unity is for high-end game design, some experience would be an advantage, however if you are patient and willing to give it a go with some trial and error, then you'll be surprised at what you can achieve with this very powerful 3D gaming development tool.
Android: Fixed rendering on Tegra 3 devices.
Android: Fixed Vulkan rendering errors on Adreno devices
Android: A friendly user message is now shown when using a JDK other than 8.
Animation: Fixed wrong CurveModifiedType sent in function callback onCurveWasModified when changing animation events in clip.
Editor: Fixed editor crashes when calling EditorUtility.SetDirty(null).
GI: Correctly sample area lights from probes in Progressive Lightmapper.
GI: Fix low CPU utilization when baking with the progressive lightmapper.
Graphics: Fixed a crash (out of bound array access) when some empty RenderPass is used in SRP context.
Graphics: Fixed possible crash during shader warmup when using Vulkan.
Graphics: Fixed Vulkan validation errors during texture uploads.
Graphics: Fixed a resource leak issue with SRP BlendState and Graphics Jobs.
OSX: Fixed framerate being limited in batch mode when Application.targetFrameRate == -1.
Package Manager: Fixed not being able to create assets from drop down menu if any projectSettings are opened in inspector.
Particles: Particles are now allowed to use dynamic batching and GPU instancing at the same time for mesh particle systems. Batching allows for a single material setup between systems, and instancing allows for efficient rendering of mesh particles.
Scripting: Fixed "using static" directive causing Unity to not find the class in the script.
Scripting: Fixed crash when dragging a script with a UI or RectTransform component requirement to a GameObject.
Scripting: Fixed random memory corruption and crash usually surfaced during liveness.
Timeline: Fixed parent constraint does not work in timeline preview.
XR: Fixed crash that causes the VR device to stop rendering when render texture size is too large and not a power of 2.
XR: Fixed issue where HMD's would only render a single frame and black everywhere else when Game tab isn't visible during play mode.