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What Unity Is Getting Wrong

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Re: What Unity Is Getting Wrong

#151

Earlier quoted context omitted.

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.

I thought I remembered there being some bigger games, but looking at a list[1], they are all pretty indie, or at least small. Not sure I saw a AAA game on the list (which doesn't mean there aren't any, but they seem rare). The equivalent list for Unreal Engine[2] does contain quite a few big titles (along with a plethora of less well known ones). I'm not sure if that's cause, effect or marketing. It could be that usi…

The OP article is written by Garry Newman the developer that did Rust in the Unity list from 2013. Previously he was the developer of Garry's Mod on Valve Source engine.

Re: What Unity Is Getting Wrong

#152
In February, Unity changed their asset store license retroactively and took away our rights to let our freelancers use our assets. Their support was apparently telling users their freelancers could use their purchased assets only days before the change. It was a massive abuse of the “we can change these terms at any time clause”

Re: What Unity Is Getting Wrong

#153
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…

While it might not be a good fit for a some people, Monogame is still active, still ports to most systems, and it's totally free. I ported my old XNA/Xbox 360 game to that pretty much in one night (since it's based on XNA) and have been working on remaking it for desktop/mobile/eventually console. It's still being used for some pretty mainstream Indie games, like just-released Streets of Rage 4, Flinthook, Celeste, B…

That's an extremely impressive list of titles.

As a hobbyist game dev I'm looking at moving to a multi-platform 2D game engine (last few games were done for the web using Phaser). The two engines that seem interesting are Monogame and Godot. My limited understanding is that you get more tooling and ready-made things with Godot compared to Monogame. I'll have to do another deep dive of these two engines soon.

Re: What Unity Is Getting Wrong

#154
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,…

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Re: What Unity Is Getting Wrong

#155
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…

While it might not be a good fit for a some people, Monogame is still active, still ports to most systems, and it's totally free. I ported my old XNA/Xbox 360 game to that pretty much in one night (since it's based on XNA) and have been working on remaking it for desktop/mobile/eventually console. It's still being used for some pretty mainstream Indie games, like just-released Streets of Rage 4, Flinthook, Celeste, B…

Interesting, I remember messing around with XDA years ago when MS was making a huge push for it (before Unity was fit for anything but prototyping). It was a reasonably pleasant experience.

Does it support 3D? I don't remember whether that was the case back then.

Edit: There's a 3D game right on its home page :)

Re: What Unity Is Getting Wrong

#156
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.

> Most people that play Fortnite today have probably never even played the original game mode.

That might be strictly true, but I think a lot more people got interested in and played Fortnite: Save the World than you think. My 10 year old son came in about 6 months ago asking to buy it, because some of his friends that were playing FNBR had gotten it and were talking about it (playing together? I assume it's multiplayer).

Due to Fortnite's massive usage, "most people" not playing it still could result in an absolutely huge number of people that have, dwarfing all sort of other games that might be considered popular, so I wonder.

Re: What Unity Is Getting Wrong

#157
I'm a hobbyist game dev. I picked up unity one day and just started making stuff, learning C# on the fly. I'm not great but I can do what I want. I was really interested in Quixel for Unreal so I spent the first half of today trying to learn it. I think I'll be going back to Unity. Unreal did not feel approachable at all. I'll probably keep trying for a couple days... but yeesh.

Re: What Unity Is Getting Wrong

#158

Earlier quoted context omitted.

I think it comes down to power in the company. Unity was extremely simple and small before, once they got John Riccitiello it become a management/business focused company over engineering leaders in terms of power and direction. Unreal has Tim Sweeney, and old school guy that understands how to make a game engine and has done it over and over. They learned alot from Unity, and are now doing it better than them once t…

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.

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Re: What Unity Is Getting Wrong

#159
post #72

Earlier quoted context omitted.

I usually only see these type comments in forums like HN. In game development communities, it is another universe.

And what is the word on Unity in game development communities?

Most people are quite happy to have something like Unity instead of dealing with Ogre3D, SFML, Allegro and similar old frameworks.

In most game development schools it is one of the official game engines that one gets to choose.

Check Gamasutra articles or watch GDC postmortems and the vibe will be much more positive than around here.

Re: What Unity Is Getting Wrong

#160

Earlier quoted context omitted.

We are a tiny dev team using Unity on a non-gaming project and we basically have to dedicate 2-4 weeks of the year to updating Unity and all the mess that it entails. But if you don't update then you have to spend even more time the next year catching up. Then we end up being too scared to use their new features cause they aren't supported well or cause bugs. Its lose-lose.

Just get to the LTS release and stay there.

The LTS is only supported for two years. That doesn't really solve this problem.
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