I’m no expert in exactly what goes on under the hood when you hit build, but
I have used Unity for a few things. I’ve seen talk about decompiling and cracking open unity games, but that’s not the same thing as a moddable game. When I build a unity game, it spits out a bunch of large binary files and DLLs, not individual object definition files and plaintext scripts like a highly modable game uses. What Cities Skylines does is not something that unity games automatically do that people have to lock down, it’s special, and other moddable unity games may do things very differently.
Another game that uses Unity that you can research is Kerbal Space Program. It has Air, Space and Ground units (that you design and build of course). Modding doesnt seem too difficult for that game. There are lots of tutorials, and documentation. The modding forums are bristling with mods.
Of course, like any game
Hence the OP (Not locked down areas)
Re: EDIT
Short answer: nope it would not ‘easier’ (Do you know how many scripts it is just to get a render pipeline O.0 )
Umm, Unity already has a render pipeline?
You’re acting like you just remove the ground and turn off gravity and you’re done, which, haha no.
You’d have to completely scrap the movement system, the AI, and probably do a fair amount of re-working of the camera as well, at which point you might as well just start from scratch, because you’re not making a mod any more, and you’ll get more flexibility out of it because you’re not trying to hack Blackbird’s scripts to make them do things they aren’t supposed to.
And it’s not like plenty of people aren’t already doing (or have already done) Homeworld style 3D space based RTS games in Unity (Shallow Space? The tactical view of Enemy Starfighter?).
And again, what compelling reason to mod Shipbreakers to be space based is there when we can already mod Homeworld Remastered?
Not to mention that HWRE was launched last February. They simply didn’t have the time to improve tools, 'cause they are still digging into the base of the game. The community tools already experimented are halted because things and, in last instance, technology is/are still changing.
Either way, IF the problem of modding right now would be the usage of GBX material, if you would do it in Unity, it would still be not allowed. If not, check what HW@, Rearm V2 and the Taiidan Republic are doing with the current tools.
The basic problem of HW is still the same 10 years later: few Lua coders and artists that can handle textures. But I agree with you that SB will get attention from all modders that are already using Unity, but they will make APCs and MRAPs, not star fleets.
\edit
changed MAVs for MRAPs …
Not Shipbreakers anymore! Guess we better wait until Jan 20th to see how the file configuration and other things is set up.
I propose to make a mod called “Desserts of Kharak”. Here is one of the concept units:
But I’ll need some more team members and concept ideas before this can really get off the ground.
We’ve also got kharak kake and kiithcream so far. 
I’m free for beta-testing those 
yea same 
How about putting a giant turret on it that fires… Custard? 
How do you call that strike group / formation? Pyramid?
First lines of the HW Historical and Techinal Recipe:
… 100 years ago, a big nose detected a cream under the pasta of the Great Dessert …
Being really Serious here…a Warhammer 40k mod would fit in quite well if modding becomes a thing
yeah lets ruin the aesthetics with orcs and ■■■■■■■■ space marines with armors the size of a small planet.
Hey, Warhammer40k isn’t my cup of tea, but if people want a large scale RTS to enjoy it in I see no reason to rain on their parade.
No one is forcing you to play the mod, so why do you have to belittle someone elses taste in games which is just as valid as your own? aesthetics and taste are purely subjective matters after all. Someone else might find the aesthetics and artstyle of Homeworld to be ugly and “■■■■■■■■”, to use your words, but most of them simply ignore it since no one is forcing them to buy/download/watch etc. it, diversity after all is something great and positive, not something bad.
I am sure there are also people who don’t like Star Wars/Stargate/Star Trek/[insert any Sci-Fi universe] but I don’t see them telling the authors of those mods and their fans that it is bad and should not be made just because they personally don’t like it. If only things were made/ allowed to exist that everyone likes, the universe would cease to exist.
I didn’t act like anything. I never said this is the only challenge , but it is the main features required above standard object interaction.
Unity has many render pipelines , however the options used in shipbreakers could be anything , plus render pipelines are not simply the methods to rendering but the process, simple research will tell you this.
Regarding your other comments none of those features need be ‘scraped’ simply not handled by custom objects -again very basic research on any object based high level language will tell you this.
Lastly , the reason behind these options are quite obvious and pointed out by others.
Great points , it took 11months to code M.I.X; which would take significantly less time with c# unity script. And as you mentioned : more people willing to jump in on these modern engines.