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Redpill me on Unity for /gamedev/
Jaxson Sanchez
Carson Thompson
It's a perfectly capable engine that has a bad rap because shitty devs use it because its licensing agreement allows them to make low-effort cash grabs that are profitable even with low sales volume.
Thomas Baker
It's a game engine that has a good was ease of access but not as optimized as other game engines for certain things. Because of the ease of access it has drawn in less experienced coders who can't optimize well and gotten a negative stigma of being garbage. 99% of the faults of the game are the people working on it, not the engine
Isaiah Smith
Unreal exists and costs fucking nothing, there is zero reason to use Unity.
>B-but royalties
Nigger, your game won't make make a million bucks.
>But the community and documentation
Is somehow just as shit as for UE4 once you go beyond asset flipping and basic-bitch problems. Gamedev always means that you have to man up and solve problems yourself.
Joseph Edwards
Hearthstone was made in unity.
Evan Brown
C++ is a bitch language
Real coders use C, faggots who want high paying jobs will use JavaScript and go to web dev, or C# because Microsoft.
Adam Hernandez
I use Godot.
Oliver Stewart
Depends on the kind of game you're making. Unreal engine was built for an FPS game in a 3D world, doing stuff where immersion is important is where unreal engine comes into play. If immersion is a goal, don't use unity. Unity's material rendering is Stone Age compared to Unreal engine. Unity meanwhile is great for more arcadey games with a lot of nice UI tools and is quick as fuck to prototype with once you know the basic stuff.
David Kelly
>99% of the faults of the game are the people working on it, not the engine
And yet, every single game has performance problems. Every game needs to preload all soundfiles once because Unity microstutters every time it opens a soundfile for the first time. Playdead had to perform some modicum of wizardry to get stable performance on a fucking 2.5D platformer with zero significant action or physics and Dead Mage had to fucking develop an asset manager from scratch because it's borderline unusable during runtime out of the box and Unity has the fucking audacity to celebrate this for some fucking reason. Because "Look at how modular Unity is!" when other engines just give you access to the fucking source code and are done with it.
I hate this piece of shit engine so god damn much. It drags down every game it touches. They haven't even gotten ECS working properly after all these years and I'm willing to bet that they'll hope on a new meme before it's properly finished.
Lucas Williams
It's good
Josiah Lewis
Navmesh though
Landon Brooks
Unity good for small indie games and a starter friendly language c#
Unreal good for bigger projects with hard, but all-powerful language c++
Thats pretty much it, both are free, thankfully. Were living in really good times for making games
Dylan Hernandez
Not bad at all, in fact it's very easy to use and learn. That's the reason for the bad rep, since it attracts the kind of people who want to just make a quick buck on an effortless asset flip
Jaxon Ortiz
I probably will use unreal for the next project though. Maybe I just suck at coding since I can't script direction based detection for shit and for whatever BS reason the rotation check unity came with decided to fuck you for even thinking you'd get all 360 degrees instead of the annoying ass 0-180 degree for both sides of an object instead so it can't tell left from right. So now I have to make my own function to do this right, which is annoying since rotations are hard as fuck to calculate. Vectors are easy enough but rotations are such a fucking hassle
Gavin Lewis
Couldn't agree more
Ryder Peterson
Redpill me on Godot? Is it just a meme?
Justin Gutierrez
There's nothing preventing you from making arcadey stuff in Unreal. Even 2D games if you are already versed in it and don't want to fuck around with Löve2D or some other 2D engine, because the engine is insanely performant and you can just turn off everything you don't need in 2D.
>UI tools
UMG is unfinished as fuck, but they get the job done pretty well. Until they don't, holy shit. In practice, it's probably done through HTML plugins professionially, because I can't see people fucking around with UMG for anything but basic stuff. So if Unity has good tools here, I'll give you that.
>quick as fuck to prototype with once you know the basic stuff
That's also true for UE4 though, thanks to blueprints.
Logan Green
Do Unity and Unreal have the same free export platforms available?
Ryan Smith
Game genre I think matters too. Like if it's a game where immersion matters unreal is miles above unity for that.
Carson Torres
Unreal is a different kind of work flow I don't like as much
Ryan Nelson
I used to use Unity for small learning shit
Now I just decided to throw myself into the Unreal deep-end and learn how to swim that way
Samuel Barnes
I mean to a degree I'm just locked with unity for the current project but I've already been planning to do the next game project I have in mind with unreal engine, just to get much more well versed in it and due to it being an FPS which I feel unreal engine would naturally be a lot better than unity at.
Joshua Ross
Visual novels and 2d games, that's all I got for you. Every major 3d modeled game these days is made in Unreal. The only major title I've seen made in Unity was Life is Strange Before the Storm my roommate from college worked on that as a programmer.
James Baker
>Every game needs to preload all soundfiles once because Unity microstutters every time it opens a soundfile for the first time
this must happen when using Instantiate() because it causes a huge cpu spike
Oliver Sanchez
>closed source
If you have programming experience, go for Unreal
You'll regret it when you eventually come to the point that Unity tells you how to make your game
Austin Evans
Unity scripting has a lot of performance traps. Foreach loops are one, findall is another trap, get component also is a huge one and you know a unity developer sucks if they use get component in an update loop
Juan Jenkins
Aren't there people who just straight up disregarded rigid body in favor of their own physics systems with unity?
I recall in my own game making my own scripted detection fields instead of the colliders they came with and those detection fields despite being made by my novice ass managed to perform way faster than the trigger colliders for my harm/sensor fields.
Dylan Gomez
It really is quite as simple as
>Epic makes UE4 AND games for the engine
>Unity makes the engine and non interactive tech demos for it
Forget about the technical why's.
That's all there is to know.
That being said Epic is pretty fucking obssessed with making Unreal some sort of realtime VFX studio for hollywood.So well see how it turns out.
Isaac Garcia
most of this shit can be avoided after looking up "unity best practices"
the only thing that seems to be a complete pain the ass is the GC being called whenever it feels like
William Green
yeah but try to do that with the rendering pipeline
Evan Cox
That's why I say you know a unity dev sucks if they do that, since it's literally a basic tutorial that explains that shit.
Oliver Baker
>That being said Epic is pretty fucking obssessed with making Unreal some sort of realtime VFX studio for hollywood.So well see how it turns out.
they're (sadly) going full out on graphics and rendering, so that obsession is just a side effect of their focus on visual fidelity
wish they'd improve their other systems at a similar rate (e.g. behavior trees)
Mason Myers
Redpill me on godot 4.0.