My response was maybe a bit much, but you suggested I haven't really used unity because I have never tried to decompile someone else's code, which is ridiculous. I mean I could understand doing it to try to see how someone else implemented some particular feature, but it is still not great to be decompiling and studying other people's code without permission.
I've just never tried to decompile it because I don't make it a habit to steal other people's code. I have seen decompiled XNA code before though and it was a mess. Method and Variable names were not preserved. In either case though when it is open source you actually have permission to take it and use it in your own game. With a game as complicated as this you will also want to be able to use the associated assets as well. Also comments will probably be pretty useful to have.
Decompiled code is really not at all like open sourced code. It is basically unreadable for a human when you have a large project like this. I mean, I guess every XNA game is "open source" as well then.
Feast Huggston writes "Indie Dev Darkseas Games has released an early gameplay trailer of "Road Redemption", a modern reimagining of the Sega Genesis (and later 3DO/N64/PSX/PC) motorcycle combat-racing classic, Road Rash. The project has been in development since early 2012 and utilizes the Unity 4 engine. It is currently slated for release on PC, Mac, and Linux in 2014, with a stretch goal of eventually reaching the major game consoles. So far, it has raised over $15,000 of its $160,000 pledge goal on Kickstarter in less than 24 hours (a pledge of $15 secures a DRM-free digital copy of the game upon its completion). While Road Rash creator Dan Geisler recently stated that he was interested in making another Road Rash, he is apparently not directly involved in this project, although he has given it his blessing. I grew up playing the heck out of this on Genesis and PC and it already appears that for many, a rebirth of this franchise was long overdue."