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What Unity Is Getting Wrong

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121–130 of 306 posts

Re: What Unity Is Getting Wrong

#122
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,…

It's not really necessary to say `This despite Epic developing both a cutting edge game engine + Fortnite.`. Fortnite as most people know it is Fortnite Battle Royale. FNBR was essentially a weekend game mod project to an already existing, but floundering, multiplayer game. Most people that play Fortnite today have probably never even played the original game mode.

Re: What Unity Is Getting Wrong

#124

Earlier quoted context omitted.

I think UE and Unity has complete different markets. Unity is focused on small mobile game developers, those small shops don’t have expertise to work with UE C++ source code and most of them are new grads themselves. I’m not sure what is the overall strategy of Unity but I don’t believe they care much about the PC/Console space and frankly at this point I don’t believe they will ever manage to capture it from UE.

> Unity is focused on small mobile game developers Someone remind Unity of that.

They really do need that reminder.

The people making money from Unity-based games are primarily mobile/F2P devs, and smaller indie developers.

They need stability and ease-of-use/very-rapid-development much more than they need performance or the latest shiny high-end graphics features.

Re: What Unity Is Getting Wrong

#125
post #12

I'm so frustrated that Unity and Unreal are the only two real options. And it's all because of console vendors. Unreal is just way too inaccessible, as an individual, non-C++-veteran (used it a bunch in college, but modern C++ looks nothing like what I've seen), non-games-industry-veteran. It's also fairly opinionated towards first person/third person action games. And then Unity is of course a dumpster fire. It's mu…

I saw something the other day about using godot with the switch, it's more of a licensing problem than a technology one and there is a way to do it.

Re: What Unity Is Getting Wrong

#126
post #6
post #2

What's the primary draw of Unity? Valve, Epic, and id learned a long time ago that the real money to be made is in engine licensing rather than actually making games (unless the goal of said game is to show off your engine). What is it that Unity has that these companies have been so unable to replicate? Surely they don't want another player in the scene to compete with their engines.

Each of those studios started with a game. There are 10x many more small companies that rolled their own game engine around this time that are now dead, or bought for their engine. The best tools grow first alongside a real product. Building a tool without a target product almost always misses the mark.

> Building a tool without a target product almost always misses the mark.

There is no evidence to back this claim up. There are > 10000 shipping games made with Unity, maybe 100000. And there are many hit games made with it as well. I'm not claiming they are or are not as good "technically" but they shipped, made lots of players happy, made their developers proud and successful so no mark was missed just because Unity started as tool without a real product alongside.

If fact I'd argue the opposite, most teams that make their own engines have the worst tools because they have a limited budget and limit time and they've given themselves 3x to 10x the work. Instead of making a game they have to also make a game engine, tools, importers, converters, and tons of libraries.

Re: What Unity Is Getting Wrong

#127

At this point, Unity is a WIP engine with a boat load of alpha packages.

The problem is, there's 2 Unitys now, mixed up in one product, in various states of development.

There's 'Unity Classic', and 'New Unity'.

Almost everybody is using Unity Classic, but Unity is very focused on building 'New Unity' (DOTS/ECS, SRPs, Shader Graph, UI Elements, new input system, etc), which is intended to replace practically all of 'Unity Classic' one system at a time. It should probably have been a separate product, really.

Re: What Unity Is Getting Wrong

#128
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,…

It's not really necessary to say `This despite Epic developing both a cutting edge game engine + Fortnite.`. Fortnite as most people know it is Fortnite Battle Royale. FNBR was essentially a weekend game mod project to an already existing, but floundering, multiplayer game. Most people that play Fortnite today have probably never even played the original game mode.

League of Legends, DOTA and so on all come from a Warcraft 3 mod as well.

Re: What Unity Is Getting Wrong

#129

Earlier quoted context omitted.

This is correct, they released the source code a couple years ago under a reference license. https://blogs.unity3d.com/2018/03/26/releasing-the-unity-c-s... https://github.com/Unity-Technologies/UnityCsReference

This is only the C# source code, the internals of Unity is a closed C++ codebase which you can pay $1800/yr for access to

If you can't afford $1800/yr you weren't serious anyway.

Re: What Unity Is Getting Wrong

#130
post #36

There are two main reasons to avoid Unity: 1) As your project grows, it becomes unmanageable because the resource pipeline is hidden and you want to be able to improve that. 2) Skin mesh animation, which is the main point of using Unity in the first place, uses a compute shader which means they send all meshes from the CPU to the GPU every frame! On the other hand Unreal takes 5 hours to compile and even Godot takes…

Skinned mesh performance isn't a big issue for many developers.

I guess it's a problem if you're making a zombie game with hundreds of skinned zombies active. But the bigger problem in that case is that there's no easy way to LOD the animation or GameObject hierarchy.

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