Unity is not worth using right now

Edit: deleting post

20 Likes

Just tossing this out there. I’ve been using Unity 2019.3 since it came out and haven’t had a single problem with it. While I know there are people out there that haven’t been as lucky I have to wonder what they’re doing that is constantly breaking things for them. Current project is using the latest stable releases of the HDRP and the new input system.

Can you provide actual details on the problems you’re running into (assuming you’re not behind an NDA)?

8 Likes

Eh, I’m pretty happy with Unity when all is said and done at present. If i could go back in time and pick a different engine for my project, I’d still stick with Unity. C#, easy platform deployment, and the rapid prototype environment of Unity still suites my project very well.

There are a few things that still bug me, the mediocre post process stack, the new input system which can’t be THAT complex and should be feature complete by now. Prefabs could be more polished (not to mention the bugs that i imagine the OP may be insinuating that will hopefully be fixed soon).

There are a few things up in the air listed above that once they are tuned up and fixed Unity will be rock solid. Just hoping they don’t drop the ball with their very ambitious DOTS upgrades, which will make or break the Engine moving forward.

2 Likes

Yes, the traditional Unity experience is pretty solid for me, too. One of the side effects of the company’s shifted attention to new preview packages (including URP and HDRP, which still seem like moving targets), superseding existing features instead of enhancing them, is that the core is basically the same as it’s always been. I enjoy working with it.

That said, I can sympathize with the feelings implicit in the original post. I do feel myself stuck in this psychological vice with Unity: the old stuff is clearly being left behind for completely new paradigms, so why would I start a new project with it? But the new stuff is clearly not ready yet, poorly documented, and constantly shifting, so why would I start a new project with it?

The double-bind makes it hard to start anything.

I’m aware that this may be the way it’s always been, except that development that was once hidden backstage is now happening in the open. Transparency is good in theory, but it still afflicts me with this ineffable inertia.

4 Likes

it depend what you doing, if you only concentrate on menu and input it is very small subset of overall engine.

You will find the graphics side very fragmented and unstable i feel.

Like I mentioned in other threads my primary roles are in fact with UIs and input handling but I have had to work with other aspects of the engine like the animation systems, and between me and the other members of our team we haven’t run into anything that held us back or caused us problems.

We have a developer that is knowledgeable on the SRPs but prior to that one of my tasks was to investigate the HDRP and determine the troubles we might run into with it. I had no trouble learning the basics and getting assets that the automatic upgrader missed converted to use the new pipeline.

ah i see, if u mean the ‘fighting game’ u are working with joe strout, then it is likely members will have tried many fragmented workflows to get something working but u will not be so informed.

That is issue, inside unity it is not ‘just out of the box working’ it requires lots of searching, many package requires certain hdrp version, lots of plugins do not work, example particles, some can easily update, others u need to use special vfx graph, water, terrain grass.

Without hands on experience it hard to give honest opinion i feel.

You just love making assumptions with no meaningful information to back them up, don’t you?

3 Likes

it is factual friend, to arrive at solution it requires lots of testing, chatting to colleague is not suffice i feel :slight_smile:

Up to you what you want to believe. If you want to pretend you know something with your few months of experience that the developer with two plus decades of experience knows that’s your choice. My company isn’t having trouble learning in spite of what you want to think.

4 Likes

Check mail.

also as addendum, although engines like unreal and cryengine / lumberyard are more complete out of box, they too are not without major problems.

Cryengine has one of worst asset import procs we encounter, and ray tracing on unreal is still problematic, volumetrics slow etc and industry sized team for scripting.

No. If you have anything to back up your statements then everyone will need to see it otherwise there’s no reason for any of them to believe anything you’re saying.

2 Likes

Agreed, but it’s funny when you read this post and realise that half of it can be done with built-in, except they have just abandoned it instead of backporting.

1 Like

the hdrp package is quite different than srp, and even if it did ‘half of it’ it doesn’t compare to studios requiring tripple a solutions, it would simply ‘not make sense’ to keep adding to srp or backporting, which was never intended for cutting edge technology i feel.

the question is of course, should it be as fragmented as it current state, perhaps not but its conception was a wip and unity trying what is best, and requiring end users to test parts for review.

overall i am quiet satisfied with unity progress.

HDRP is an SRP. What you are talking about is the built-in.

2 Likes

I feel somewhat the same but for entirely different reasons. If I did not have so much time invested into two mid-sized to large projects I MAY have abandoned it. Financial pressures dictate I stick with a constantly silently crashing application in hopes they get off their duffs and fix the built-in render pipeline. @Ryiah apparently has the same rig and grfx card as I but is apparently no experiencing the same crashes as I and have to wonder if it is her use of HDRP. I am hoping a thread I started today about stability an grfx drivers may yield some solutions or at least get some folks off their duffs in the Unity/nVidia/MicroSoft triumvirate and asses the issues which seem to be go back several years and with widespread larger games built with Unity as well as dev complaints. The Unity qa bugs replies are invariably the same and yield no positive results after explicitly following the same directions month after month.

The game designer of the other project has been having issues with same style crashes and went through the trouble of uploading a 2+ GB project for them to assess in 3.14 and they told him they would not look at it and to upgrade to 3.15. WTF? I am in 3.15 and it till has the same issues. Somebody needs their ass fired. The other form of reply “We have had lots of grfx driver issues” is not helpful at all and indicates they know of the issue and are not resolving it nor communicating anything hopeful about the issue.

1 Like

Unity does seem to be in an awkward place at the moment, but it is still worth using right now.

I do see the issue with the old Unity being left behind (along with much of the user base), and instead are focusing on new Unity with DOTS and HDRP and so on, which feels less user friendly, and far from democratising game development. But I’m still hopeful it will all work out in the end. In the meantime, I have been doing what I have been for a while, using the oldest version practicable.

You keep digging that hole deeper with every post. The HDRP (High Definition Render Pipeline) and URP (Universal Render Pipeline) are both major pipelines belonging to the SRP (Scriptable Render Pipeline), and it’s not like this is some secret info that no one but experienced developers are privvy to. It’s plastered everywhere Unity discusses it/them.

In fact like @ mentioned the pipeline your post is describing is the one that has been built into Unity from the very beginning and not at all the pipeline that I have been describing. This is why you need to stop pretending you know a subject and go learn the subject properly. We have enough confused developers. We don’t need you creating more.

1 Like

I still want PCSS, contact shadows / screen-space shadows added to built-in.

I wonder if any AAA developer will ever use HDRP… It still seems missing a lot of what Unreal has.