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What Unity Is Getting Wrong

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271–280 of 306 posts

Re: What Unity Is Getting Wrong

#271

Overall I love unity, but one thing that drives me insane is how many weird UI quirks they just don't fix, like how incredibly primitive editing arrays in the inspector is (its a nightmare to reorder anything) or dealing with asset imports that take forever. They take these huge projects on, the great rendering features and such, and theyre impressive, but somehow they won't fix small things that are seriously aggrav…

At a previous job, one of my colleagues didn’t have the best vision. And had to run his computer at a really low resolution to compensate for the tiny text in the UI.

There’s an open issue that has been on the Unity website for years asking for font size support in the editor. But it has never been addressed.

Re: What Unity Is Getting Wrong

#272

Earlier quoted context omitted.

Just mentioned that it was on the list of games in terms of popularity, never said it was AAA. However, Garry has lots of pull in games including towards AAA developers. I did not say that game was AAA but on the notable Unity list that everyone knows about. Rust is much bigger than most Unity games, so Garry's opinion on this is highly relevant and influential. Facepunch studios and their forums were also a gamedev…

I think you misinterpreted my original comment (which is why yours seemed like a non-sequitur to me). I wasn't saying Garry doesn't have any big games, I was saying that the list of games made using Unity doesn't include many big/AAA games. I also wondered why this might be. To clarify, I'm not saying there aren't AAA Unity games, just that I didn't immediately see one. Nor am I stating that Rust is not as good as a…

Ok yeah we were talking past each other initially, I see what you are saying now.

I never really mentioned AAA and the reply I made about Rust was also saying that they said "Not sure I saw a AAA game on the list" which is true in terms of budget/team size but not playtime/playercount for a few games on the list.

The biggest games in Unity are probably Rust and Kerbal Space Program merely in terms of playercount/playtime and they do compete with AAA on those metrics, not team or budget size. Both teams have complaints about Unity, as everything, as long as those are addressed things progress.

That is the problem though, Unity is chasing AAA/more licenses when their main target is mobile/smaller scale games and doing that simply. That is the reason both Rust and Kerbal started using Unity, simplicity.

Garry picked Rust in 2013 for the simplicity as he says

> "Unity was about that when we first started with it. 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#."

With Unity Rust is competing at the level of playercount/playtime with AAA. That is literally the thing Unity wants the most and their selling point. Unity you can have smaller developers, able to make games that can compete with less team, with a focus on simplicity and being the engine team that makes transitions easy. It is also ok if they are hard transitions if there are major improvements. Unity is many times asking you to update to a new system that is the same or sometimes less than what you need in terms of benefit, and then only to be half complete and then changed again.

As Garry said

> "So while other engines have been trying to catch Unity up in terms of developer friendliness, Unity has been going the other way by making itself more unfriendly."

They are losing the simplicity selling point.

Unity can make games that compete, they should be taking these critiques to heart strongly as teams/games like Rust and Kerbal are exactly the target they should be going for along with smaller games/mobile games etc.

Unity has so many internal developers now, that requires alot more communication needs, testing needs and maintenance. It also pulls the company in many directions if there is no clear engineering/product lead at the top and it is all management/business/finance pushing feature based development which gets them into version 2 syndrome or the "second-system effect".

> The second-system effect (also known as second-system syndrome) is the tendency of small, elegant, and successful systems to be succeeded by over-engineered, bloated systems, due to inflated expectations and overconfidence.

If the second-system effect doesn't describe Unity I don't know what does.

Get back to simplicity Unity, let the engineers/product people have power to set this back on course. Stop catering to big developers, they make their own engine for this reason, consistency and simplicity of their own process. Dogfood Unity with an actual game, the problems will be clear today. If you aren't doing that, listen to people like Garry who are.

[1] https://en.wikipedia.org/wiki/Second-system_effect

Re: What Unity Is Getting Wrong

#273

Earlier quoted context omitted.

I think you misinterpreted my original comment (which is why yours seemed like a non-sequitur to me). I wasn't saying Garry doesn't have any big games, I was saying that the list of games made using Unity doesn't include many big/AAA games. I also wondered why this might be. To clarify, I'm not saying there aren't AAA Unity games, just that I didn't immediately see one. Nor am I stating that Rust is not as good as a…

Ok yeah we were talking past each other initially, I see what you are saying now. I never really mentioned AAA and the reply I made about Rust was also saying that they said "Not sure I saw a AAA game on the list" which is true in terms of budget/team size but not playtime/playercount for a few games on the list. The biggest games in Unity are probably Rust and Kerbal Space Program merely in terms of playercount/play…

Yeah, I don't disagree with any of that. :)

Re: What Unity Is Getting Wrong

#274

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.

A lot of mobile game developers who use Unity aren't small at all. They are huge companies with lots of experienced engineers. The baby devs don't generate the $ for Unity.

> A lot of mobile game developers who use Unity aren't small at all. They are huge companies with lots of experienced engineers. The baby devs don't generate the $ for Unity.

Even if they are large companies, the teams are still small and the point of Unity is simplicity.

Unity wants to be AAA for console/desktop but mobile is their bread and butter as you say. Companies and indies chose it for simplicity and there are lots of Unity developers. They are messing up the simplicity angle and going after new markets but causing pain for their existing customers. I get they want to grow and sell more licenses, but I'd argue most of their paying customers are indies, smaller mobile studios and larger mobile studios the have many small game teams.

Unity also make lots of money from the asset store. All these constant breaking changes also break many assets.

Unity just need a more consistent surface level API/signature/facade, and move the hard stuff down below that for most cases with advanced modes accessible with more setup/work. Their changes now are making people that don't need AAA level output, more cartoony mobile games, do unnecessary work losing out on their selling point of simplicity.

Re: What Unity Is Getting Wrong

#275

Earlier quoted context omitted.

> Unity has more engineers than Epic. It's funny. I see it (anecdotally) all the time. More engineers doesn't mean a better product. In fact at my old shop, things (product, quality) really started declining once we 'rapidly' scaled the team. Communication and consistency really suffered from lack of solid processes among other things.

> More engineers doesn't mean a better product. But it often means higher overhead...

... and alot more communication needs, testing needs and maintenance. It also pulls the company in many directions if there is no clear engineering/product lead at the top and it is all management/business/finance pushing feature based development which gets them into version 2 syndrome. [1]

> The second-system effect (also known as second-system syndrome) is the tendency of small, elegant, and successful systems to be succeeded by over-engineered, bloated systems, due to inflated expectations and overconfidence.

If the second-system effect doesn't describe Unity I don't know what does.

Get back to simplicity Unity, let the engineers/product people have power to set this back on course. Stop catering to big developers, they make their own engine for this reason, consistency and simplicity of their own process. Dogfood Unity with an actual game, the problems will be clear today. If you aren't doing that, listen to people like Garry who are.

[1] https://en.wikipedia.org/wiki/Second-system_effect

Re: What Unity Is Getting Wrong

#276
post #264
post #166

Earlier quoted context omitted.

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?

> Why does anyone care it's in C# if they're not looking at it anyway? Garbage collection probably. Some games have noticeable stutter. But I assume there are ways around that, similar to using Java in HFT.

A lot of effort goes into making sure allocations are avoided though. You also have DOT's High Performance C# which is a blazing fast subset of C# (Burst Compiler). I like the idea of using a language for everything, then restrict to a subset where performance is critical. You don't have that wall between scripts and (C++) engine code. And as mentioned above, less glue code is appreciated.

Re: What Unity Is Getting Wrong

#277

Unity does miss on a lot of things, but I'd like to point out one of its best qualities: the pricing model. Compared to Unreal, Unity is a steal. Despite Unreal's recent changes to not collect royalties on the first $1m of gross revenue, its license can get quite expensive if you have a successful game. * Unity: $1800 / year, no royalties. (Unity Pro) * Unreal: 5% of gross revenue.

If you have a 10 person team and your game makes $10M after roughly 2 years dev, with Unity you spend about $2,036,000 but with unreal you pay $2,500,000, just taking development and licensing costs into account. If unreal gave you 20% more productivity due to being more stable, I think even successful games come out ahead by being able to release sooner (saving money on dev time), or by better sales from having a mo…

Curious how you’re getting $2m? Are you the Enterprise plan?

Re: What Unity Is Getting Wrong

#278

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…

I definitely support making your own game engine if you enjoy it as a programmer. But it shouldn't be a surprise that it's not the best choice for the most developers. Every moment you're debugging and improving the engine is another moment you could have been working on the game itself, because almost all engine improvements are orthogonal to improving the game experience. So given a limited amount of time, you will…

Making your own game engine requires experience as well. If you've already used other engines, you'll have some idea of the "shape" that a UI library or texture loading system should take.

Re: What Unity Is Getting Wrong

#279
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…

What limitations does Javascript result in after initial FAST results as you say? All of the web is running on JS. It’s not without its faults but I resent the analogy.

Re: What Unity Is Getting Wrong

#280
It often feels like if Godot hired one really, really good documentation specialist, they could run away with things, especially in the mobile, indie, and lower-spec spaces.

Unity's documentation is bad, but unlike Unreal's, it exists.

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