LOL... "muck about", he says, as if that is relevant.
At least Unity lets you create and publish games, and for free at that. Go ahead and "muck about" in CryEngine, get something like the basis of a game conceptualized, start building and importing assets and writing code. Let me know how relevant or useful that is when you realize you need more than $1 million USD per license for CryEngine and everything you learned "mucking about" has no bearing on development processes or standards in an engine you can actually afford to release in without being owned by a AAA-class publisher or succeeding in a record-breaking Kickstarter. There's a REASON indie devs don't use CryEngine.
Because otherwise, CryEngine has little to no bearing on developing in any other engine. How do I know this? By spending 3 years as a member of the dev team for Mechwarrior: Living Legends, as well as being a developer at my own studio, working in... you guessed it, Unity3D. After the MWLL project wound down, a group of us set out to start our own studio, and even with numerous, highly-placed contacts at CryTek, we *still* chose Unity for a reason: value, because Unity is actually affordable by us merely mortal developers without Chris Roberts-like bank accounts and industry connections and multi-million dollar Kickstarters.
I could release a game in Unity tomorrow. It might look like crap and have bugs, but I can release and publish a game in 24 hours. CryEngine? HAH, good luck with that. At best, it still won't work or look any better than my Unity game would, due mainly to the quality and quantity of art that I could produce, which the engine has nothing to do with, and the amount of code I could pump out, which CryEngine doesn't just automagically make better. If you've never *worked* with CryEngine (ala, more than just "mucking about"), you simply aren't qualified to comment about features being locked away or unavailable in Unity, much less things just working, because no matter the features CryEngine might let you "muck about" with, they're not relevant if you can't afford the engine license in the first place. Despite what the fanboys think, CryEngine is not some shining bastion of game engine perfection that can do no wrong: and it is a giant square peg that fits in a giant square hole, filling a purpose, whereas Unity is a little more like a bunch of legos - the starter kit for which is FREE - that, when assembled, fit a series of differently shaped, if generally smaller holes, and it fits them well.
I doubt anyone who has actually published a title in CryEngine AND Unity would say this is is really anything more than and apples and oranges comparison at best, as they are different engines with different strengths and weaknesses, and they fill different niches within the game development community.