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Unreal vs. Unity Opinion

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61–70 of 319 posts

Re: Unreal vs. Unity Opinion

#61
post #8

At one point in the past, Unity had a legendary commitment to backwards compatibility, but that's gone now (maybe their internal promotion process rewards shipping new features over everything else?). Old Unity would never have shipped a fiasco like URP. They'd have figured out a way to make incremental migration possible instead of having a global setting... I refuse to believe this would even be particularly diffic…

If you believe that then you have neither used or unsterstood the concept of the new scriptable render pipelines. Nevermind the fact that most people already switched over to either URP or HDRP.

Re: Unreal vs. Unity Opinion

#62
post #37

Earlier quoted context omitted.

Having used Unreal for years in the past (UE4 only), I agree with you that C# would definitely win over the C++/Blueprint combo. Over the years, especially since blueprints compile down to C++, I've learnt to let go and embrace a lot more this visual programming approach. And it does have its benefits. With a strict approach, just as you would in programming paradigm, the readability and 'visual scanning' of opening…

O_o Blueprints do not compile down to c++, it’s a VM that runs in the engine. The reason no one talks about compiling the engine is because most folk don’t do that. It’s like recompiling python. Sure… if you really want to…

There's an opt-in nativization feature for blueprints that did translate them to C++, but it was apparently brittle enough to be removed in 5.0

Re: Unreal vs. Unity Opinion

#63
post #30

Having worked in Unity as a hobbyist for about a decade and considering the switch to Unreal due to obvious issues Unity is currently facing (3 rendering pipelines being the main one), I'd like to hear more input from the programmer experience in both engines. I think C# in Unity hits a really nice sweet spot: You have a powerful and expressive type system, can use nice high level features like async/await, you get (…

I'm a hobbyist who tried switching and really didn't like having to use C++ or blueprints. Epic is working on a new language called verse though, so that might change the situation.

Why does every game engine seem to write their own language? Why not choose an existing one - in this case C# seems like an obvious choice because it's already used in another major game engine and seems to be well liked.

Re: Unreal vs. Unity Opinion

#64
Unreal is trash for 2D. However, if I was making a 2D game, I'd use Defold or Godot or GameMaker or raylib or libGDX, not Unity. Only reason to use Unity for gamedev these days is if you wanna get a job at a mobile game company

Also, both are FPS / TPAA engines. Unreal especially. Sure, you can make it do other things, but it's just not a natural fit for, say, an isometric 4X game....not that there's an openly available AAA quality engine for that at all

Re: Unreal vs. Unity Opinion

#65

As a software developer I've worked with Unity and Unreal in a professional capacity for many years, and shipped quite a few games on both engines. Unreal is powerful, but really shows its game development studio and FPS game roots. Unity has limitations, I won't deny that. And both engines have their own issues and different frustrations in using and deploying them. I have also shipped games on internal, custom buil…

Just curious how does one go deeper into UE if not interested in Blurprint stuff?

Re: Unreal vs. Unity Opinion

#66

One of the most infuriating things about Unity is they tend to deprecate/stop maintaining working things even though the replacement is still in preview and/or not ready. It puts you in this awkward situation of, ok, do I develop against this stable thing only to have to replace it in 6 months, or do I do Unity's beta testing for them and waste a ton of my time dealing with their bugs? The other thing I really dislik…

> Also, while I'm generally a fan of C#, I think it was somewhat of a poor choice for games. What do you think would be better? C++ is too verbose and full of footguns, and python and javascript are dynamically typed (which is imo bad for learning, because the error messages happen at runtime instead of compile time). I'm a big fan of rust, but even using the Bevy game engine has occasionally reminded me that I appre…

GDScript in Godot does not use a garbage collector but has a nice Lua-like feel.

Personally I like pure C best

Re: Unreal vs. Unity Opinion

#67
post #30

Having worked in Unity as a hobbyist for about a decade and considering the switch to Unreal due to obvious issues Unity is currently facing (3 rendering pipelines being the main one), I'd like to hear more input from the programmer experience in both engines. I think C# in Unity hits a really nice sweet spot: You have a powerful and expressive type system, can use nice high level features like async/await, you get (…

It’s not as bad as you imagine. Here are some of my experiences regarding swapping to unreal: - the c++ gameplay framework is very friendly. It’s GC, with good high level wrappers that provide stuff like options, maps, classes (ie. Reflection). - The unreal discord c++ channel is full of people who will actually answer your questions, it’s brilliant. - Every high level blueprint function is a c++ function. I cannot e…

Just want to +1 that Rider for Unreal [1] is GREAT. It's also totally useable for non-Unreal C++ projects. Things like code inspection (e.g. goto definition/find usage/etc) and refactoring are actually fast, unlike Visual Studio. I've got a few quibbles about low-level (think asm) debugging, but I've pretty much moved exclusively to Rider at this point.

The Unreal-specific stuff is nice as well: being able to see what blueprints override a uproperty or implement an event is a huge time saver for AAA-scale codebases.

(Not affiliated with Rider, just a big fan)

[1] https://www.jetbrains.com/lp/rider-unreal/

Re: Unreal vs. Unity Opinion

#68
post #9
post #7

I've worked with Unreal and Unity both, professionally and for many years. Several triple A games, indie titles, commercial sims, and social experiences. What sets unity apart by leaps and bounds is its asset store, community and educational materials.

Doesnt unity Just Work(tm) with git, too?

Unreal works pretty well with git too, supports LFS as well. Pretty painless.

Re: Unreal vs. Unity Opinion

#69
post #34
post #16

Earlier quoted context omitted.

To underscore the sibling comment: at the point where a "% of revenue is millions of dollars" the company can easily afford to invest in an in-house solution if it's that important for their revenue goals. The tradeoff is hiring a sufficient number of skilled game engine programmers to make that work. It's not cheap.

They don't even need to do that. If they are large enough where it would become millions there is a different license for them that they can negotiate with Epic. Note: it doesn't have a royalty

This is what CD Projekt Red did?

Re: Unreal vs. Unity Opinion

#70
post #40
post #30

Having worked in Unity as a hobbyist for about a decade and considering the switch to Unreal due to obvious issues Unity is currently facing (3 rendering pipelines being the main one), I'd like to hear more input from the programmer experience in both engines. I think C# in Unity hits a really nice sweet spot: You have a powerful and expressive type system, can use nice high level features like async/await, you get (…

As someone who generally hates visual programming and just wants a text editor, I'd say blueprints is actually one of the most enjoyable of these. They really nailed the editor and you can have a lot of fun just playing around. Also the c++ unreal shouldn't be compared to pure C++. You're working with the unreal framework which adds a lot of quality of life features. I've been working with it for the last month or so…

blueprints are pretty great and lower the barrier of entry for people (especially for like game jam stuff), but I do wish they would have a "here you can just write some Lua" block sometimes... kinda hard to do structured programming the times you kinda want it.

But the discoverability stuff along with loads of nice error checking are very nice.

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