Why I love Unity and hate UE

So this is why I hate Unreal but <3 Unity
1. The simple texturing
When I started Unreal for first time, the texturing was KINDA hard. In Unity you just need to DragNDrop the picture (or material)…
2. Simple and faster installer
You need to wait at least 1 full day to install Unreal… But if you have Unity (and uncheck VS) the installation is done for like 5 min! (I unchecked VS cos I already had it)
3. The simple GUI
Unity have SO simple GUI! I freaking LOVE it!
4. Multiformat support
I do not know for UE, but the multi-format support in Unity is an thing to LOVE!
5. Real time editing
Have an error with the script? Or just want to move smething? PAUSE! :smile: No, srsly this is a good thing. When you start an new, great game you will have to pepare for AT LEAST 150 errors… so this is a good thing.
6. Comes with the best editor
No comment
What you <3 about Unity? What you </3 (hate) about UE? Reply!
(EDIT: Please do NOT cast votes just for the graphics!)

Here we go again. :roll_eyes:

So run…again.

Serioustly?!. A da** first post for starting a Engine War?!. :face_with_spiral_eyes:
No one here hate nothing. They just don’t use.

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Seriously…you made a poll for this…
This thread is just asking for it.

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Your poll is missing the most important entry! We need a way to vote for “whichever engine gets the job done”.

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Voted UE just to piss you off.

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You know why i love unity? I have a lot of experience with c# but know nothing about cpp. If i knew cpp and not c# i’d be using unreal.

Tho to be fair, if i knew both equally i’d use unity. Simply because it performed MUCH better on my pretty unimpressively spec’d laptop and i’d like the things i make to perform well on low end computers.

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I wonder if anything looking like a game will come out of this amorous relationship.

Please, don’t.

Last thread of this kind had at least 5 pages in it, before it got nuked by a moderator.

I personally wrote an engine comparison once, and it had large number of items in it, with neither engine offering complete advantage over the other.

Engines are tools. Use whichever works for you. “I love hammers but despise saw” is not the right mindset. IMO.

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Someone would explain to me the interest of coming to a Unity forum to ask if we likes Unity. What is the goal: to find the number of ‘traitors’ or schizophrenics ?.:smile:

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So the OP is a Unity spy.

lol, I use Cry, in house engines, Unity, and Unreal 4, used since the early days of UDK, etc…

I use based on the client, and what type of games I’m making… Open World or not…what experience does my team have with each, so many factors…They ALL…have there flaws, PRO’s and CONS…

A good game game developer ,programmer, level designer, etc etc … can use ANY ENGINE…Period…

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UE4 also has drag and drop material on models.

UE4 installer is pretty straightforward. On top of that you can manage multiple engine versions.

Both engines have different workflow in creating GUI for games. UE4 leans more towards reusability…in a different way than Unity does.

What do you mean by that? You mean file formats?

UE4 relies on visual scripting, which supports live blueprint debugging (debug and change at runtime). Can’t say much about C++ because I haven’t tried it yet.

So…a stalemate then?

There’s no such thing as the BEST editor, the BEST engine or the BEST programming language. Normally, people choose tools that gets the job done or the ones they’re most familiar with.

And making that poll won’t give you accurate results (unless that’s not the reason why you made it in the first place).

I had two botched unreal installs which required voodoo to make the installation complete. While installing and maintaining multiple versions at once is a good thing (when using multiple unity versions at once, there’ll be issue to determining which one is which in quicklaunch menu), the installation process is much slower and at around 99% mark it usually stops and starts chewing HDD very hard. Unity install is much faster, but then again, Unity does not have a 12 gigabyte footprint per engine version.

C++ side requires a very skilled programmer, and an error in a script can crash the whole editor, which will require a restart of the editor. On other hand, unreal team put a lot of effort in simplifying things on C++ side, so complexity is greatly reduced compared to raw C++, but at the same time they did some fun things like building the engine with exceptions disabled, which throws some useful patterns like RAII out of the window. Making editor plugins is really annoying (because you need to restart the editor to see some changes), not sure if it was fixed.

Nope. Unreal scene editor is superior to unity one without a doubt. Editor widgets and grids are better and easier to control, it also has a quick “painting” mode (where you either shift-drag or alt-drag a mesh in a scene quickly creating many duplicates). It also comes with basic BSP which are not very well supported though, and there’s wider array of debug visual modes for it. On unity side unity has nasty habit of spawning objects you drag into hierarchy window at random coordinates (roughly in the middle of the view) and minor quirks like if while you’re renaming some asset the editor decides to recompile scripts, this will move your text cursor at the beginning of the line you’re editing (it is really annoying, by the way).

There are, however, significant differences in paradigms. Majority of objects you place into unreal scene are “top level”, and are treated as, I don’t know, filler objects. Hierarchies were organized with folders. Hierarchical objects are possible, but more complex. Basically you have “actors” and “decorations” in unreal, and pretty much everything is a decoration by default. In unity stuff is hierarchical, and there are no clear distinction between an active object and a “filler” object (like a backround mesh).

Discussing it deeper is a bit pointless, though. There are a billion of little things that are better in one engine and worse in another one.

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Before this gets locked down … I believe Unity is superior on everything except maybe as a realtime visualization platform for artists wanting to show their work on a realtime renderer (but I bet this will change with Unity 2017 and following releases).

Since we all have limited time, I believe game development is all about simplicity and fast iteration times. Simplicity is how fast you learn engine features or to do some specific tasks and Unity get’s a 10/10 on that thanks to superior documentation and the way the engine is setup.

Iteration times is redoing something you already did, which happens a lot with coding and also on this Unity wins hand’s down thanks to c# almost realtime compilation.

I spent about 1 year with Unreal as it was the new kid on the block when Unity free was still lacking shadows and such, and it was probably a year wasted except to learn what I now know about game engines…

Finally never undererstimate the power of the gameobject, interface, component mecanism as once you grasp its full potential you understand how Unity approach is actually saving you a lot of time on an iterative task such as game development without getting into the class inheritance nightmare. Scriptable objects are finally a nice compendium that allow you to further abstract data and behaviors from your prefabs in case your project needs so.

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This is indeed a very underestimated time-saver compared to other engines. You could obviously buy a monster PC or jump through hoops to decrease the time spent, but Unity just feels light-weight as a result of this out of the box.

I have to LOL at this one… I mean, if you are the guy doing installs all day long for an organization, I guess that’s a benefit… but… ya LOL

Gotta say I agree with this. I can’t imagine what it would be like tweaking gameplay mechanics and waiting several minutes to compile each time.

Lol, that damn list of replies coming.
Everybody have an view about things. Mine is that I hate UE. I also agree with Frednaar:

This thread can’t be any serious, I think its a troll :face_with_spiral_eyes: This time I will love the ban hammer. :rage::rage:

You guys just bit the bait…