mostly all possible with the standard shader except SSS, which is an unnecessary requirement for most indie games at this stage.
That being said, Unity’s beta supports some SSS and enhanced materials.
QED ![]()
mostly all possible with the standard shader except SSS, which is an unnecessary requirement for most indie games at this stage.
That being said, Unity’s beta supports some SSS and enhanced materials.
QED ![]()
My opinion:
Cost of getting into the engine was a big difference, but even though that is no longer the case Unity is still reaping the dividends of their long run of being mostly free while Unreal was not.
Those dividends being that Unity’s community grew at a much faster rate than Unreal’s. So now when you run into a problem, you’re far more likely to find the solution with a simple google search or asking on the forums than you are if you run into a similar issue with Unreal. When programming for Unreal, you really need to expect that if you run into an issue you are going to have to figure it out all on your own, and if someone else does give you the answer that is just a rare bonus. With Unity what is rare is not being able to find your problem already answered somewhere. This is not only a huge deal for beginners, but also even more experienced users. It can be very frustrating when you run into an issue you can’t find the solution for, and then have to sink a few hours into figuring it out on your own instead of just finding it in under 10 minutes online. When that happens to you every week or 2, it really starts to add up.
Again with the larger community comes more community made tutorials targeting beginners. A Unity beginner can really ignore the entire Learn sections tutorials and just learn all they need off of Youtube, for almost any feature. And on top of that, you get to choose which tutorial series you want from a good number of different channels since there are so many. With Unreal you can certainly find tutorials, but they are far fewer in number.
As far as language difference, C# is a far more forgiving language than Unreal’s C++, and while Unreal compensates for this by integrating a visual scripting system, it is a proprietary system you’d have to learn just for Unreal which isn’t that compelling when you haven’t even decided to stick with Unreal yet. You’re not going to get much use knowing Unreal’s Blueprints if you ever stop using Unreal, but your skill you develop with C# is entirely usable outside of Unity.
C# offers most of the power of C++ with significant benefits regarding ease of use and speed of development. Speed of development is a non-trivial issue. You might save yourself months of development time with your game just by writing it in a language that lends itself to faster coding like C#.
C# is also a much more popular language today for general purpose development than is C++, meaning unless you’re experienced with application development that really needs to leverage the level of control C++ gives you, you’re far more likely to already know C# than C++ all other things being equal.
Edit: Just a note that there are certainly a good number of reasons why someone would choose Unreal over Unity. I didn’t mean to imply that Unity was the end all be all engine for beginners. The OP asked a one sided question, and this is the one sided answer is all.
A more lucid answer to any question has never been written.
Please, read carefully and try to understand the utility of the thread. I’m not looking for tutelage or somebody to tell me I don’t need tools that I know from experience to be useful and necessary. You are literally doing everything I precisely requested people not to do.
A more useful comment might be, “In my experience, I’ve found that learning to write shaders in unity was not as difficult as I first imagined, or at least wasn’t any more difficult than getting to gripis with UE4’s material editor graphs.” See how that ties back to the original topic?
Unity basically makes no assumptions about the type of game you are trying to make. You are given an entirely blank canvas, and you are free to go at it however you like. You can also easily extend the editor to do whatever you want. Unreal runs with the assumption that you are making something vaguely similar to a pretty first person shooter. Everything is geared in that direction.
Now you can convince Unity to do pretty first person shooters, and you can convince Unreal to be a blank slate. But its (slightly) more work in both directions.
Unity was free when I started. Unreal cost a lot of money. So I choose Unity. Today I have five years experience in Unity, and about a week in Unreal. Which means anything I want to do in Unity is dramatically faster then in Unreal. Its going to take a lot to make me switch. (And it also means you should probably ignore my opinions about Unreal).
Unreal engine coding. . .
As soon as I opened that I clicked back on unity ![]()
However, I think it is fair to say people think they require advanced toolsets to make their graphics pop when in fact they do not, so this is actually an important point. ![]()
You better show us your art now.
And so you display that you have no relevant experience regarding the topic of the thread. What is it you are trying to accomplish exactly?
Off topic The forum has a really useful ignore feature that lets you skip out posters that you are going to argue with. It tends to be much more useful then trying to convince someone to do the thread your way.
You clearly missed the best link.
https://wiki.unrealengine.com/Entry_Level_Guide_to_UE4_C%2B%2B
Additionally anyone who clicks on the Unity Scripting Reference for the first time will be in a similar state of confusion.
Interesting. I’ve read this before, but never seen any more in depth analysis as to why. Though I suppose it’s not so easy to explain without getting into heavy technical jargon.
Anyway, I think Joe-censoreds point about more resource availability is probably, like, all things considered the most powerful reason for a “I’ll only do the coding if I have to” type of developer to choose Unity over alternatives.
ART
LOL I click on the FPS starter, that was enough.
Send me your paypal email, I owe you aat least $50.
Joking. But yes, I’ve wasted enough time trying to explain reading comprehension to the thwee year old. Hopefully somebody somewhere will get a laugh at least, or gain insight into what derailing a thread with useless babble looks like.
Thanks all for the useful insight so far. This is the thread I’ve looked for for some time but never found.
note: but after ignoring the person, can they still see my post? So i can sling petty jabs at them with complete immunity? Thweeyearold, you annoy me! evil laugher
No worries good luck with your endeavours.
I don’t necessarily disagree with that, it’s just c++ notation inside unreal seems unnecessarily obtuse. With time i suppose you could whip through it. But ain’t something I’d invest in as a hobbyist.
https://wiki.unrealengine.com/Importing_Animation_FBX_File_In_Real_Time
That’s an advanced example though. Any advanced example regardless of choice of engine will seem obtuse to someone who is starting for the first time. What’s worse is that Unity can’t natively import FBXes at runtime meaning if your project needed that ability you’d have an easier time with Unreal since the alternative would be to learn the FBX SDK and how to handle everything yourself.
It really comes down to what type of game you’re making, if it’s a sidescroller then I couldn’t think of a good enough reason not to use C# / LWJGL framework / Unity whatever is easiest.
When it comes to small(ish) / mid and large games then things get more interesting, I might be the only one but I think Unreal is far easier to use. For a start their BP / Material system is tied into everything (UMG, Persona etc. etc.), with thousands of examples covering nearly everything I can think of…
Which many of my issues stemmed from how to make this type of shader or material in Unity, I’ve always found shaderlab somewhat confusing even if it is CG / HLSL (which I’m fine with) in Unreal you don’t have to care about any of that anyway as the material framework is VERY extensive.
You can convert BP’s to understand their C++ output, also GC and memory allocations (some of the worst parts of C++) is taken care of for you… There’s even conversion guides from Unity to Unreal which show you it’s not all that hard.!
The API can be a little blackbox, but you’ve already prototyped it in BP’s first so it isn’t an issue. With Unity I do find myself circumventing their inbuilt systems often, like the UI will have a random amount of allocations taking an amount of ms overhead I can’t afford, or culling acting up / always something random you find out half way through your project… Then the amount of time and code sinks into the abyss.
I know it would be VERY difficult for an artist to rectify something like this Unreal (if the same was to happen) but the simple fact of the matter is, you can… Also I’ve had odd bugs with lighting / odd crashes etc. (folder setup is rubbish in UE) but I’ve NEVER had to circumvent a system to get where I needed to go.
I mean I could go on for twenty pages about this, but the point is Unreal isn’t hard to use… Although it is clunky, time consuming etc… I find myself baking lighting more, waiting for code to compile or materials etc…
That i admit, i did not read, still less easier than c# syntax.