Considering the Switch to UDK

Hello. I am Fierce Waffle and I am the Lead Game Development Engineer of Fierce Games. We are making a first person shooter very similar to Halo. So far we are 3 weeks into development and have gotten many things accomplished. I will not state what. . The reason I am making this thread is because I am considering switching to UDK and I need your guys’ opinions. There will probably be quite a few biased responses considering Im on the Unity 3D forums but I would like to know the advantages of sticking with Unity. The reason I am considering switching to UDK for this specific project (will not use UDK for paid games)is because it is a FPS and I have heard that UDK is built for that, as well as it will be easier to implement multiplayer, includes soft bodies, and fluids and more. I have been trying to get multiplayer to work with our FPS game so far with no luck. Some reasons I am thinking about staying with Unity are the following. I am already experianced with Unity’s UI as well as I am experianced with C# and JavaScript, dont want to learn a new UI and scripting languages even though there are advantages. I would like you guys to help me decide which engine to use before we get to far into development. UDK or Unity3D. Please provide an educated response with valid reasons to switch or to not. Thank you for your time.
~Fierce Waffle

Wait, so your logo is a rip of Bungies and your games name is “HALOrebirth” ? Not sure how well that will go over with people… For multiplayer, there is a lot of multiplayer examples out there with full code included. You could customize those to your needs.

But what about UDK? I have used many Unity networking examples with no success.

Yeah? Well, I am FierceForm. Anyways, if you can’t figure out Unity, you’re not going to figure out UDK. Nothing will be easier to implement in UDK, and in my experience is that it is much harder in every way (without any good scripting documentation). You’ll just start with some graphics effects built in, but it’s probably faster to just build them in Unity.

Its not that I cant figure out Unity. Ive got everything down except multiplayer. Ive been working with it for about a year now. So me not figuring it out isnt the problem. Its just I havent found anyone to help me getting MP to work and Ive heard UDK is easier for MP.

I am MrMetwurst. I think he’s specifically talking about networked physics. I know Unity doesn’t have this feature built in but I have seen the topic being discussed. I suggest you do a bit of digging and see what ideas fellow programmers have come up with.
I don’t know if this is a built in feature of UDK?

3 weeks of accomplishment in unity is great, you might spend more than 3 weeks figuring out how UDK works… imo unity is your best bet because of the amazing interface and logic behind it… I wont disagree, networking with unity is hard, but I swear someone told me it would become easier as U3 came out, I haven’t looked into networking at all, but im sure its as great as any other engine…

First off: asking if you should switch from one engine to another on the official forums of the engine you’re switching from is a huge fail.
Second: if you can’t figure out networking in Unity, you won’t figure it out in UDK. UDK is incredibly complex compared to Unity, and networking is stupid easy with the built-in networking library in Unity.

I am n0mad.
No you can’t switch to UDK. You can’t switch to any other engine either.
Once you open Unity, you can’t escape. They have you.

This conversation never happened.

Learn how networking works, and then you’ll probably understand what you’re doing. You have to do that whether you use UDK or Unity. Networking in Unity is easier than UDK, because you’ll find difficulty doing any scripting in UDK, and that includes networking. And if you’re having trouble finding help for Unity, then you’re going to hate UDK, because it’s even harder to get help doing scripting. You don’t have to use Unity’s RakNet integration - you could use .Net Sockets or your own C++ library instead, if you would prefer that. Also, looking at this post, it looks like you didn’t read the manual very closely, or know how to program, because you’re making very basic programming mistakes. Maybe you should slow down and learn to program before you try to make a game. After all, a journey of a thousand miles begins with one step.

I am MitchStan. That is all. (I couldn’t resist)

Thats exactly why in my post I said i know that some responses may be biased

Yup, I noticed that too lol

Do you sterilize?

I’ve used both Unity and UDK and while each engine has pluses and minuses, I can say without a doubt, that the learning curve for UDK is far greater than anything you’ll experience with Unity. For example, just importing a character with animation and learning how to work with physics assets, anim trees, anim set, etc and then script everything out is probably a good several weeks to a month of learning. While the capabilities and tools of UDK are a little more sophisticated than Unity, at the current time, you can still create an awesome looking, fun game in Unity without the headache of UDK. In fact, if you’re really good with shaders i would argue you can make a game look just as good as anything out there. In my opinion, when it comes to Unity, the limitation on how good you’re game looks is directly attributed to how talented your team is more so than the limitations of the engine.

So yes, UDK includes alot of features that you listed but I think you’re underestimating how extensive the learning curve is going to be in order to learn how to use them effectively.

I used to teak around with UDK, as a real genius I learnt all the basics, spent huge time reading the so called “Master Unreal Tecknology” first book… Then when I prepared to publish a littke sample, I COUDN’T Even have a decent EXE file, So that was the Straw tha cut the camel’s back.
Now I’m moderately happy with unity, But whatever you do don’t let yourself swinging btw them. Decide as soon as you can.:slight_smile:


(thanks google)

(Hey Russ, long time no see around here !)

You want to run a networked game in UDK: Have all the player starts you want, make sure they have team assignments if needed. Install the game on two machines (make sure it’s set for a MP mode either you created or one built in) and hit start. LAN or over the net. You want to make your clone, the MP stuff is done, along with lobby and all that other stuff.

If you’re looking for an “easy” solution. There is no such thing with either.