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What Unity Is Getting Wrong

garry.tv

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Re: What Unity Is Getting Wrong

#61
post #39

Earlier quoted context omitted.

It all depends on what you're planning to do. Godot is a fantastic engine for 2D stuff, with the ability to publish pretty much anywhere. And it does support consoles, in a way: https://docs.godotengine.org/en/latest/tutorials/platform/co... . It's not cheap, I agree with that. I'm surprised at the idea that Unreal is inaccessible though. Especially as an indie, UE4's blueprint system will do absolutely anything you…

I'm a programmer, who feels most comfortable writing code, so that was the route I took, and that route ended up being inaccessible. I've also heard that you can't really do everything for an entire game in just blueprints. Unity's C# scripts on the other hand - despite all of the engine's problems - are incredibly straightforward to write, set up tooling for, build, plug into a project, and you can use them to contr…

>I've also heard that you can't really do everything for an entire game in just blueprints.

I wouldn't do networking in blueprints. But for your core gameplay ? It can absolutely do anything you want.

Re: What Unity Is Getting Wrong

#62

DOTS is in fact a major step up. It can't be done in engine code the same way you can't handle say oop to functional programming conversion in engine code.

Yet the support for it still sucks. I spent a few hours trying to set it up the other day and still couldn't get it working. (Unity developer of 6 years here). Maybe I just had one setting wrong.. but this shouldn't be that hard to anybody, and as rightly Garry points out its not necessarily a lack of documentation but the fact that the documentation is so out of date OR correct but only with one unique combination of versions from 2 years ago.

Re: What Unity Is Getting Wrong

#63
post #28

I support CI for my team's Unity builds. I don't know much about the engine itself, but I can tell you that the tooling for automating Unity builds really sucks. I had a long list of reasons why, but my impulse blocker cut me out. Oh well. Here's a much smaller list: - You have to jump through many hoops to run Unity in headless mode - I cannot separate out build processes into discrete stages - Linux version is behi…

I too support CI for some teams using Unity and the licensing server is a horror show.

Re: What Unity Is Getting Wrong

#64
post #10

As I had mentioned in a previous thread that has come up recently with regards to UE5 and being open sourced, one of the greater sins of Unity is that it is mostly closed source. In reading through the blogs of some of their developers, they seem to have a contrived idea that people "shouldn't have to know how it works", which, while it's a noble gesture, is bullshit because by prohibiting reading the implementation…

Unity source code is available to anyone that actually wants to have it. It just isn't available in FOSS sense.

Especially not in the F sense of FOSS, because unless something's changed very recently I believe you need to pay for access.

Re: What Unity Is Getting Wrong

#65
post #30
post #24

Earlier quoted context omitted.

I'm looking forward of what becomes of the Jai programming language.

It looks well and good, but the point remains that it won't help you build for consoles out of the box.

It apparently already builds for Switch: https://www.reddit.com/r/NintendoSwitch/comments/cixsoy/jona...

Re: What Unity Is Getting Wrong

#66

Earlier quoted context omitted.

Unreal requires C++ and runs poorly on mobile devices and Nintendo Switch. Unity uses C# and runs pretty well on weaker devices (dev and client side). It also crashes a lot less. Freelancer Unreal Developers are approximately double the cost and 1/20th as plentiful as Unity developers. And no, you can't develop a complete project in Blueprints: https://blueprintsfromhell.tumblr.com/ Unity had no choice but to split i…

> Unreal requires C++ and runs poorly on mobile devices and Nintendo Switch. Interestingly, as someone who started playing Fortnite on Switch, one of the pros I enjoy listening to has said that he actually would prefer playing on mobile to playing on the Switch, because the mobile version is more streamlined, so it actually performs better even though the hardware is weaker. All I know is that it's way, way nicer on…

Its down to the implementation by the developer. The typical developer will do a much worse job than literally the same company who developed the engine.

Look at the crashes and performance problems of Industries of Titan on PC, or the visuals of Mutant Year Zero on Switch for examples from regular devs.

Re: What Unity Is Getting Wrong

#67
I'd add this the lack of a solid 3rd party developer ecosystem on their Asset Store. The fact that they don't have a subscription model for assets or any support for managing per-seat licenses is ridiculous and is the direct cause of multiple popular assets ending support. It doesn't make sense economically to sell any kind of service on their store.

Re: What Unity Is Getting Wrong

#68

This blog has a looping, resized background video with a CSS blur filter. For anyone else experiencing performance problems because of it, I recommend reader mode.

I removed the video element from the background. I thought it was some sort of crypto miner.

Re: What Unity Is Getting Wrong

#69
post #3

Unity has gotten so painful I've sworn off ever taking another Unity project. Since mid last year I am 100% exclusive on Unreal Engine. Unity wants you to think this instability is temporary. It is not. Unity has been unstable since at least 2014 when I first worked with it. Every year there is a new-new thing, "please stop using the old-new thing". Meanwhile those upgrades are always painful, not sometimes painful,…

Mmm... how’s that unreal engine version upgrade going for you? break your plugins? break your blueprints? can’t actually tell because they don't fail until you run them? :)

Just saying; A lot of people say this kind of stuff, but unreal isn’t all roses either.

(don’t believe me? read about it yourself https://forums.unrealengine.com/development-discussion/c-gam...)

Re: What Unity Is Getting Wrong

#70
post #56
post #3

Unity has gotten so painful I've sworn off ever taking another Unity project. Since mid last year I am 100% exclusive on Unreal Engine. Unity wants you to think this instability is temporary. It is not. Unity has been unstable since at least 2014 when I first worked with it. Every year there is a new-new thing, "please stop using the old-new thing". Meanwhile those upgrades are always painful, not sometimes painful,…

I agree with the first statement. I'd go as far as saying that Unity is the JavaScript of game development. Sure, when you start out you get out results FAST, but then you run into limitations, weird behaviours and quirks that have to be worked around, and soon everything becomes a mess. Mind you, I'm a hobbyist in this field so maybe you could chalk it out to inexperience, but I shiver to think to what professional…

> Mind you, I'm a hobbyist in this field so maybe you could chalk it out to inexperience, but I shiver to think to what professional developers have to deal with if the small prototypes I cranked out were that painful.

Careful adherence to best practices (often discovered the hard way), banning certain code pitfalls with a linter, and many workarounds :(

It took me months to make something semi-usable out of (a subset of) UNET, and I can clearly see why nobody at Unity wanted to maintain it. Still, something half-decent and mostly backwards-compatible could have been made of it with enough work, but again they chose to chase the new shiny :/

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