Let’s try this out for a bit and see what happens.
We want your feedback, sometimes that means starting comparison threads, these always lead to fights and closing which is a shame. So, this thread is to give us feedback even straight up comparing our features or lack thereof to our competitors.
A few notes before posting; Stay civil, we all have our preferences and views but accept that others have their own. Anyone starting or participating in fights will be removed from posting in the thread. If it really gets out of hand this thread will be closed and experiment failed, and you’ll be the reason you can’t have nice things.
This is a thread that to compare Unity to other Features?
Okay here I go, this is why I PERSONALLY just adore Unity.
I dont have to learn complicated as hell C++ to make a block go from right to left. (Yes I can learn Blueprints but really, it’s not even simplified C++ it’s just visualized.)
It’s simple to start a project and get a prototype going in under a day. Unlike CryEngine, Unreal, etc.
I can choose to switch between C# and JS without have conflicting file types. (If I’m not trying to access one another)
I’m not restricted to file formats! I can PSDs on certain textures, fbx, or 3ds over here, etc. Unreal is only fbx (shame), and I dont even want to try importing models and meshes into CryEngine.
I can choose what my game looks like. If I decide to use Unreal, and it’s a 3D project, I’m expected to make the game look like a god tier game because of all Epic’s built in shader’s etc. This is great for some companies who can do this! Dont get me wrong, but for an indie dev, their professional basic shader’s make my shit look like garbage.
Overall, the UI for Unity is straight forward: place Cube here. Make text appear here. I dont have to search under, Materials > Import Materials > Make sure Textures are configured, etc.
That’s all I can think of right now. The only thing, that would make Unity GOD TEIR, would be to have better Shader creating tools built straight into Unity, yeah, I can go buy something like ShaderForge, but not everyone has $100 that they would drop down to create more shaders. Also, I havent even checked but how is the documentation for making Shader’s?
Other than that, I love you guys. Please dont ever leave me bb.
One feature I’d really like to see in Unity is multi user scene editing. I know that has been hinted at before, but that was a long time ago.
Right now we are using the Asset Server (I know, it’s legacy), and it just doesn’t quite cut it. The only thing it needs is the ability for more than one person to work on a scene together. Live or not, it wouldn’t matter to us, live editing would be incredibly cool though.
Right now using unity in a large team is cumbersome because of that.
I’d like to see some form of visual scripting. I mean, it’s not that really hard to go and write some code in C#, but I think it would help with prototyping and new users.
In the interest of being constructive, there are a few things that keep me checking out ue4 for my next big project but one clearly stands out above all of them:
Visual shader editor - Unity really needs this builtin, I simply don’t feel good about depending on something like ShaderForge for a major project when it is 3rd party and deals with a core critical component of all games. With PBR and standard shader it sort of feels like we’ve been given a Ferrari with no keys, so we have to g hack on it to get it to start.
The thing that keeps me with Unity is its [better] support for procedural generation. I find that Unreal Engine is very much biased toward static content created in its editor. While it’s certainly possible to generate procedurally, I feel like it’s unnecessarily difficult and painful especially compared to Unity. And I feel like I’m fighting the engine. They did recently add a procedural mesh component, but I couldn’t even figure out how to use it without blueprints. I do not want to use blueprints for this type of thing.
And this issue seems rather common with game engines. They’re all about static content with amazing graphics created in editors. I like procedural, and my focus tends not to be on graphics.
So far, Unity has done the best for me in this area and has made my life the easiest. I would prefer better support for it though:
-Better procedural lighting support (too much focus on lightmapping, though I understand that it’s a challenging problem to create procedural lighting that performs properly).
-Navigation support for procedurally generated worlds (no navmesh baking).
-Option to specify 32-bit vertex indices. Sure, I can break my terrain meshes into even smaller pieces but that’s at the cost of many draw calls.
-Support for larger worlds. Allow double precision option for world coordinates. Procedural worlds can be very, very large.
If you ever give us the ability to code in Swift using Xcode, I’ll be blown away. That would even be worth sub money to me, that is how much I would like that feature
What I’m personally missing:
Built-in visual shader editor.
Built-in visual scripting.
More shaders.
Even I’m a pro user, let people pay a smaller fee than pro to be able to get rid of unity “personal edition” splash screen in their builds.
For asset store, let people have the ability to create coupon code or have some personal sales without having to go over each individual asset to change the price (this might be the toughest cookie).
That’s all what I can think of right now.
If someone walked up to me tomorrow and said, for a 3D game would you recommend Unreal / CE / Unity or (potentially stingray)… My first reply would be Unreal, without a question. But why?
I’ve been prototyping in Unity, not used it for a while before so please correct me if I’m wrong in any instance.
Enlighten was a good move, but it’s having the opposite effect to what was desired. The realtime bit was the winner, but Beast gave more accurate results, took less time and on the whole did the job. My experience with Enlighten so far has been slow, inconsistent results that didn’t add much to the equation. In terms of look it’s nowhere near on the same playing field as Lightmass or VXGI.
The post is well out of date, some of it I’ve had hacky success at getting around. Did some TAA and managed to hit a performance bottleneck with DC’s. I’ve asked some other people like Hippo and Aieth who does Jove, were all at a loss with it… I’d at this point be embarrassed to release a game with how Unity looks, it’s still 5 to 10 years out of date, things like the terrain system and general lighting just exacerbate the issue. I’ve seen on threads the guys from Alloy etc. noting how the rendering / lighting pipeline has been set up. The one thing I know is UE4 looks gorgeous with the correct artwork, you guys need to follow suit…
Still a lack of tools in all areas, in Unreal you can pretty much have anything… You want a material editor? World creation and auto streaming solution (with support for AI and Navmesh)? Want an advanced terrain system? Want Deffered decal support? Want a boat load of game tutorials to learn from? Mesh Vertex Painting? Scaleform like UI? Apex? Hairworks? VXGI? Advanced particle systems? Cinematic tools? DFAO, DFGI, LPV, BSP I could keep going for a long time here… Is it all necessary? NO! Does it show the sheer difference between the two… Ohhh yess!.
Iteration speed, Unreal moves fast and you can move fast with Unreal… I’ve taken a sidestep from an original opinion, UE is far faster to get professional results. Let’s say you’re creating a simple material, want to add some depth then you just slap in a bump offset node, want POM? Slap in a node, want to add a camera distance roll off for textures or noise variations? Dynamic skies, character controllers, camera controls, trigger information, input for UI… You name it, you can create it in a handful of nodes with UE… It is FAR simpler to use, even on the coding side (not using Visual scripting, which I am actually becoming accustomed to) It’s far less verbose and in terms of actual difficulty a lot of it is self contained so you don’t give yourself enough rope. Also the community is churning things out at such a pace (generally free too), whatever you need is at your finger tips. Last point is of course not Unity’s fault entirely, but opening things up helps…
Performance, the latest version of UE runs better than Unity does. I was in shock when I first found out this revelation, two identical scenes… UE was running LPV / DFAO / DFGI / RTDS and partial dynamic cascades for shadows, I was getting 60 FPS @ 4K res + all the post maxed out. With Unity, less post and semi-realtime lighting… 30 FPS… HMMMM
Pro Users, well as much as I think Personal edition is awesome. I feel the Pro users got the short end of the stick… The only reason why you’d pay for Unity is the paywall, not because it gives professionals an advantage to stay competitive in the market.
In summary, at this point I’ve not a clue why you’d choose Unity. Sorry, might sound a little harsh but this was my viewpoint after another extended period of use.
Asset store clean up would be good. Maybe an auto email to creators each time there’s an update & if they don’t respond then the asset is taken down as being unsupported so that people don’t buy it & find it doesn’t work on the latest version & the creator is no longer supporting it.
Apart from that, a lot of people in class would like built in visual scripting to help them get started while they learn how to code to expand on it. Others of us at the basic stage would like better shader support.