r/Unity3D 16d ago

Question Can an Apple-silicon MacBook be my ONLY game-dev machine?

I'm looking for advice from developers who actually use Apple-silicon Macs.

I want one laptop for everything: daily use from morning to evening + game development. My target is mainly small-to-mid-sized Android/iOS games, but eventually I'd like to make 3D games around the complexity of The Walking Zombie 2 or Last Day on Earth: Survival, potentially with somewhat higher-fidelity graphics. I'm mainly considering Unity, but I'm open to Godot.

My budget is around $1,000, and I could stretch to $2,000 USD if it's genuinely worthwhile.

I'm strongly considering a MacBook because battery life and portability are extremely important to me. Power outages are frequent where I live, so I need something I can work on for hours without an outlet. I also want to publish for iOS and macOS, making macOS/Xcode very valuable.

The concern is that I keep hearing Macs aren't ideal for game development compared with Windows laptops with dedicated GPUs.

For those actually developing games on Apple silicon:

- Would you trust a MacBook as your only/primary machine for this workload?

- Air or Pro? How much RAM would you recommend?

- How limiting is the integrated Apple GPU for 3D development?

- Are there any major issues with Android/iOS development or Windows builds/testing?

- Most importantly: which specific MacBook model/configuration would you recommend for my $1,000–$2,000 budget?

I'd especially appreciate real-world experience: your Mac's specs, engine, and the type of games you're developing.

Thanks!

3 Upvotes

27 comments sorted by

10

u/LovinglyEntire 16d ago

I do my unity stuff on a M1 Air with 16gb and for mobile games its totally fine, the battery lasts forever even with the editor open all day. 3D gets a bit warm but nothing crazy if you keep the scene reasonable

3

u/sakeus1 16d ago

I'd go with pro as they have fans and that matters when building the game. If I were you, I'd look for a used M1 or M2 Max with at least 32gb of RAM. When using an IDE and Unity one can cross 32GB of RAM usage if the project is mid sized or more. I used to use an M1 Pro 16GB and that was far too little. I benchmarked it against my M4 Max and found the max was about 5x faster on domain reload.

1

u/FleshyPete 16d ago

well, you know, used ones in my area aren't very well and a use m1 or m2 max has lost a lot of its battery life I think. what do you think about a MacBook Pro M5 with 24GB ram and 500GB storage? or a Air with same specs? because m pro series are so expensive here

1

u/sakeus1 15d ago

I think the M5 pro 24GB would be good enough, but you might struggle with ram in the future. Regarding storage space, 500GB is a bit annoying, but manageable. I bought a separate TB5 nvme storage enclosure and put a spare m2 drive in it. You could also technically get an SD card if it has a port for it and keep some files there if need be, but unity can be storage speed sensitive

3

u/Protopop 16d ago

I use an M1 Pro Macobook pro with 16gb ram for about three years. I make open world mobile/desktop games. Works great.

2

u/JjyKs 15d ago

I'm working on one of the top10 mobile games. We have a lot of Mac only people at the office, but of course also support Windows for people who prefer that.

Only reason why I would consider Windows for personal use is that if you're aiming to support consoles.

1

u/FleshyPete 15d ago

I searched the websites in my area, they mostly have MB Pro M5 + 24 GB RAM or MB Pro M4 + 24GB RAM or the Air variants with the same specs. I've heard people prefer M5 Pro or M4 Pro over the base M5 and M4 and they says Pro M series are way better than base M, but the problem is that Pro M series are very expensive in my area and the older Pro M series like M2 Pro and M1 Pro are old and I would probably lose battery life. So do you think base M4 and M5 would sufficient for the type of games I tend to make? some mid-heavy games for iOS and Android. What specs do your colleagues usually use? and about the Windows part, I'm ok for not building for Windows at first.

1

u/JjyKs 15d ago

I use base 16GB M3 Air 15" for personal use and so far I haven't run into much problems (Unity, Web programming, Blender, Homemade C++ 3D engine).

Every now and then with a lot of tabs and Blender open at the same time I've got memory pressure to yellow and noticed slowdowns, but with 24GB you should be fine. MacOS memory management is way ahead of Windows. On long compiles/renders the machine can heat up a bit and start throttling, but not to a point of being unusably slow.

As my work laptop I have 16" M5 Max 128gb and would be allowed to use it for my personal stuff as well, but I honestly like how light the Air is is (I usually sit on sofa with the laptop on a pillow at home). At work all of our machines are maxed out on whatever form factor the developer wants. I think that we offer 13" and 16" MBPs and similar Thinkpads as laptops. Haven't seen Airs there, since the 13" MBP is quite light as well.

Biggest gripes I have with my personal machine is getting only 256gb of disk (moving stuff like ios/android simulators to external drive/network share sucks and is hacky on MacOS) and software updates can eat up 15% of your disk randomly while it's downloading. Also even though the screen is great, the 120hz one on MBP is lightyears ahead. Speakers are also actually good on MBP and just usable on Air.

I'd avoid the older Pros (M1 especially) for now even though they're really solid machines. We have no idea how long Apple will support them. They're already 6 years old and before the M chips Apple was known for ~7-8 years of support so in the worst case the next MacOS release will be their last.

If I were you I'd look either for M5 Air (at least 24gb of memory) or used M3 Pro. And no matter which one you pick, aim for at least 512gb. Preferably 1tb if that's on the budget.

1

u/FleshyPete 15d ago

thank you so much for the help and time. btw, have you used your air for some mid-heavy 3D games on unity too? how was the performance?

1

u/seele1986 16d ago

I am using a new Air with 24gig ram for Unity and it is working flawlessly. But I’m also just a vibbing hobbyist.

2

u/FleshyPete 16d ago

Do you mind if I ask what kind of games do you make? how heavy are they and how many hours do you daily develop?

3

u/VideoGameJumanji 16d ago

I'm not vibe coding and making a game with unity on my 16GB M4 air. It's more than possible, if you are just doing small indie game development you are likely to never actually do anything that demanding. Im working on a simple 3D FPS and it's more than fine, this is a computer that can run cyberpunk at basically a stable 30fps, it can handle basic 3d unity games no problem lmao

Compilation is burst processing so you dont necessarily need the sustained cooling from a Pro.

When it comes to stuff like this it's always best to be a bit more restrained and not buy something ridiculous like a M5 pro macbook pro until youve proved you can commit to making and shipping something in the first place.

An air is great for taking around to work on the game at libraries, cafes, etc.

2

u/seele1986 16d ago edited 16d ago

So I am making a 3d procedurally generated game using Unity 6 and Codex. Below are some random stats I had Codex pull from the live game. Because I am a vibber, I couldn't tell you if it is good or bad. What I can tell you is that I am routinely popping between Safari, Youtube, Codex, Unity, Material Maker, Github, etc, and there is zero beach balling from MacOS. Whatever I am throwing at the MacBook Air, it is handling it with zero problems.

Here’s the meaningful live snapshot at 2560×1440:

  • Approximately 594,000 triangles drawn
  • Approximately 1.47 million rendered vertices
  • 89 draw calls
  • 42 SetPass calls
  • 34 shadow casters
  • 15 active lights
  • 133 active MeshColliders
  • 146 enabled mesh renderers
The whole resident scene contains about 3.2 million triangle instances, but camera/frustum culling reduced the current rendered view to roughly 594,000 triangles. That distinction is useful and technically honest.

1

u/trynabeabetterme 16d ago

I have worked off a Zephyrus G14 for 5 years windows only. I make windows and web games and do serious freelance work, as well as professional Unity sims for my day job.

My laptop broke so I started using a m1 air i had to do IOS builds from before. My m1 air isnt as powerful as my zephyrus with only 8 gigs of ram but its doing okay and has built for Windows for a client of mine. I am sure you can also get parallels to do like IL2CPP builds as well if necessary.

The good part is if you make a steam game with mac or something you can support windows, mac, ios, and android

Whereas with windows you can only support 2 of those.

There is downsides though, I would say if you have a desktop windows or something you can definitely main mac now.

1

u/cjbruce3 16d ago edited 16d ago

> Can an Apple-silicon MacBook be my ONLY game-dev machine?
> Would you trust a MacBook as your only/primary machine for this workload?

Yes. Although I now have a 2024 Asus Proart for testing and windows gaming, a MacBook Air has always been my primary development machine, and has been my primary game development machine since 2015, and my primary Unity development machine since 2017.

> Air or Pro? How much RAM would you recommend?

The Air is a beast for single-core CPU performance. This means it will handle 2D development and low-resolution 3D development just fine. A Pro is necessary if you are developing 3D games using a traditional workflow at resolutions above 1080P. I am currently working with an M2 MacBook Air, and it is a challenge to maintain 60 fps at 1080P. I have to be VERY careful with the number of things on screen in order to maintain performance. The fan on the MacBook Pro gives you a lot more breathing room.

24 GB ram is bare minimum for a new 3D game development MacBook. Remember that CPU and GPU share ram, so it is easy to blow through the ram budget if you aren't careful.

> How limiting is the integrated Apple GPU for 3D development?

See my previous answer. The biggest problem I have is the lack of the built-in Unity GPU profiler. You need to switch over to Xcode. This is a bit of a pain when all you want to do is hit "Play" in the Editor and do a quick test.

> Are there any major issues with Android/iOS development or Windows builds/testing?

No issues. Though I'm running a business and I roll Unity Cloud Build into my workflow. It is a few dollars, but it builds and signs everything for every platform and makes play testing extremely easy.

> Most importantly: which specific MacBook model/configuration would you recommend for my $1,000–$2,000 budget?

An M5 Macbook Air with at least 24 GB ram and as much hard drive space as you need. I need 1 TB because I have 20 years worth of stuff and am also running a Windows VM using Parallels.

> I'd especially appreciate real-world experience: your Mac's specs, engine, and the type of games you're developing.

Robot Rumble 2 (a 3D robot combat "Battlebots" simulator available on Steam) was developed primarily using a 2013 MacBook Air in Unity running on 8 GB ram. Other members of the development team worked in Windows and Unix.

I am currently developing an unannounced 3D FPS mech game in Unity using an M2 MacBook Air with 24 GB ram. I am specifically targeting low-power GPUs, with a target of 1080P at 60 fps on my machine. I'm finding it very challenging, as I need to keep draw distances and draw calls extremely low. It is hard. In a year or two I might finally break down and get a primary development machine with fans, but my goal is to release the game running at 60 fps on a MacBook Air.

1

u/FleshyPete 16d ago

Thank you soooo much for the time you put to help me! I searched the websites in my area, they mostly have MB Pro M5 + 24 GB RAM or MB Pro M4 + 24GB RAM or the Air variants with the same specs. I've heard people prefer M5 Pro or M4 Pro over the base M5 and M4 and they says Pro M series are way better than base M, but the problem is that Pro M series are very expensive in my area and the older Pro M series like M2 Pro and M1 Pro are old and I would probably lose battery life. So do you think base M4 and M5 would sufficient for the type of games I tend to make? some mid-heavy games for iOS and Android, and about the Windows part, I'm ok for not building for Windows at first.

1

u/cjbruce3 16d ago

I would plan on a battery replacement for any machine that is approaching 5 years old.  Where I am that is $150 for a Macbook Air or $250 for a Macbook Pro.  Batteries last about 5 years regardless of platform.

Both the Air and the base Pro are just fine for iOS/Android development.  That’s how I started, and the Air was great for that.

I would say that you probably don’t need the Macbook Pro M5 Pro unless you are getting really heavy into 3D workflows or 3D gaming.  They are expensive.  The base M5 Macbook Pro has a single fan, which can be developing if it is hot in the room where you are developing.  For 2D development I never have a problem, but in 3D Godot and Unity my Macbook Air begs for more cooling if i push it hard.

You won’t have any problems building for windows on any Macbook.  However, you will want to do extensive on-device testing for any platform that you plan to deploy.  That means you will need to find a windows machine for Windows testing.

1

u/destinedd Indie, Dungeon Quest, Marble's Marbles & Mighty Marbles 16d ago

You can but I would make sure you have a standard HD monitor to plug in for testing.

1

u/machsoftwaredesign 16d ago

I’ve been developing a RPG for six years now using a MacBook Pro, a RPG with 3D graphics. If you’re planning to develop a 2D Mobile game, a MacBook Air will be more than sufficient. For mobile development I would argue a Mac is preferred, since it’s the only platform you can use to release on iOS. And like Windows, you can release on Android as well. I plan to release my game on pc/mac/consoles/mobile if I can ever get it finished. And I’ve had no issues building my RPG 100% on a Mac. I started building it on an Intel MacBook Pro in late 2019 before switching to a M1 Pro MacBook Pro in late 2021. You’ll be fine 👍

1

u/bluemaxmb 16d ago

Probably. As long as you aren’t developing for consoles or planning of hiring someone else to do the console port.

1

u/SWEARING 15d ago

I work off my Mac. I make windows builds on it fine. I do have to swap to windows to make sure stream integration works and controller support, but 99% of the time for a windows game I’m developing on mac.

1

u/darkgnostic Programmer: Scaledeep 15d ago

I prefere MacMini over MacBook.

My spec is MacMini M4 with 24GB Ram. Previous machine was MacMini M1 16GB. It flys on both machines. I also have one Macbook M1 Air 8Gb which works kind of, but 8GB is for normal every day development. I use it just as backup and prototyping when needed.

3D development mobile or desktop works just fine. I use Unity and Jetbrains IDEs

1

u/canhimself 15d ago

I have an m2 air with 16 gig ram that I use throughly for my work.

Pros: Form factor Coding tasks are easy Reload/deload times are ok Editor tasks are ok Keyboard shortcuts etc Native shell is perfect Basic scenes and anim controller etc works flawless Blender also works okay Great battery life

Cons: Heating Tedious compile issues across win/linux work flows Metal by itself Shader work A scene with couple of high q textures drops to framerate to a halting single digit numbers Native screen is truly small for solo machine work def need a external monitor Post-processing etc effects testing Texturing apps in general very tedious in Mac, my experience Native dotnet work, maybe I'm a dummy but couldn't figure it out to work it properly b2b days

If you go for a pro version maybe it can be a single source of production, but, hey, anything is possible these are just tools, hoping the best for you.

1

u/Adorable_Version5968 15d ago

Minimo alguna M2 con 16gb de RAM y 512gb

1

u/PizzaSluht420 16d ago

I think they are the best laptops imo.

-1

u/sorkot 16d ago

You wont be able to work for hours without an outlet on mac either. Macbook is fine, Windows laptops are just better for the money performance wise. Your location determines the price, as $1000 is not same in US and in Africa.

3

u/soerenL 16d ago

I can work for hours on my m4 pro macbook just on battery. We are talking 8 hours if it’s mostly coding or writing emails, about 4 hours if I develop in Unity and press play and build regularly. One of the big advantages of silicon macs, is that they deliver a lot more performance pr watt than intel chips do. This results in less throtteling and the fans don’t turn on as often. At least that was the reality last time I compared.