I spent so much time figuring out stuff in Unity (physics cough) or implementing stuff I thought were subpar (a remoting stack based on LiteNetLib) that I simply got tired of it. And every new feature adds more complexity on top of an already huge engine, which takes insane amounts of time to keep up with.
In anger I drew this comic [1] and really, my relationship with unity kinda broke as soon as they introduced dots and the new rendering pipelines.
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”
That reminds me of Unity-Improbable debacle [0] few years ago when Unity changed their TOS without announcement.
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…
Godot is also great for 3D, and increasingly so. We're already making great VR games with it, and it's only going to get better with Godot 4.0 which will support Vulkan (to be released this summer). I've switched from Unity ~7 months ago and never looked back.
Curious - is your team using GDScript, C#, or C++ primarily? It seems like GDScript is still the happy path for compatibility, but I have mixed feelings about it as a language (though I've written enough Python to be relatively productive in it in my little Godot experiments).
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…
Cloud Mac builds do suck. With how required a cache server is it's honestly easier to just buy a macpro and make some VMs.
You can try juggling offline license files but it's super annoying as well.
>- I cannot separate out build processes into discrete stages
Not sure what this means. You can try exposing different methods if you need external steps.
> They hid all the hard stuff in c++ so we didn't have to think about it. The more time has gone on, the more bullshit has crept to the forefront. The've gone from hiding the hard stuff to moving more and more stuff into C#. I love that they are moving more and more stuff in C#. It's a good thing. The C# code is available for developers to view and modify, but no one is forcing you to. The problem is that a lot of Un…
I agree. Moving things to C# reduces interop overhead and I think it's the right direction. If you don't want to look at engine code, don't. Why does anyone care it's in C# if they're not looking at it anyway?
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 used Unity professionally for 5 years, then I took a 15 month break from game development and went to work on a hobby project and the latest version has completely changed to the very core. Made me give up and I'm currently looking for a game engine that's basically what Unity was 3-4 years ago. Pretty simple with a robust multiplatform support.
Godot looks the most promising (and open source) but the lack of console support is not ideal.
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”
That reminds me of Unity-Improbable debacle [0] few years ago when Unity changed their TOS without announcement. [0] https://www.gamesindustry.biz/articles/2019-01-10-spatial-os...
I’ve never seen a company use their “these terms are whatever we want them to be” clause so aggressively as unity has at least twice now. How are you supposed to trust them as a partner?
I'll just sit back and eat popcorn as I work with my custom handmade game engine. None of this is a concern for me, and it has been refreshing to work directly with the graphics pipeline and in lower level languages that give me direct control. If something is wrong, it's my own damn fault. For those who want to get away from being totally dependent on third-party frameworks and tools, check out Handmade Hero. It was…
As a Unity user emphatically sharing these frustrations, I'd be really curious to hear from long-time Unreal devs whether the grass really is greener on the other side. How's Unreal's - API stability? - Editor stability? (I have some old experiences of it being quite crashy too, and you know, C++ ...) - Backwards compatibility and upgradeability?
For having used both Unity and Unreal, Unreal does crash often. Unreal can also become very frustrating very fast if you are going for anything different than a standard fps or third person game, and I percieve it as being extremely bloated compared to Unity. The force of Unity lies it its modularity and flexibility, in my opinion.
I hear that sometimes but what stops people from using unreal with just actors and custom components and pretending it’s unity with c++? Lack of documentation? Does the engine actually get in the way?