im not a unity master, hardly even a newbie really. but i have been edging towards using it more and more. do a game in the free version until i feel its ready and then buy the actual paid version. thats the plan anyhow.
but this is more directed at version 5, whenever that comes out. im genuinely interested. i use software i pay for more than freeware. but also like many things about it. im not looking to do 3d mind, just 2d, because i think im more locked into that, plus can actually draw 2d
will version 5 address a problem i feel does exist in version 4.
in version 4, whenever i have played a game made with unity, this could be heavily made in 2d, loads of assets or whatever, or even something that is so minimal. but they both have the same thing in common - they both beat the crap out of cpu and fans. no matter what is exported.
my guess this may have to do with code structure. but even when i made a super simple example that just had a sprite moving up and down, left and right on the screen. my computer sounded just like a game with an extreme amount of things going on.
but i just wanted to ask whether this is something that others have noticed and if so, has this, or will this be addressed.
whilst computers are becoming faster and quicker, unity has this sort of cpu, fan killing ability in it that makes any exported game whirr really badly
im still interested in unity and think its a great platform, and with a new computer will make the experience that much better. but just wanted to see if this would, or has been looked at
I subjectvely acuse Unreal Engine to be the worse offender towards hardware stress with minimal effort. And regarding pure 2D nothing is as bad as Flash. Keep in mind Unity still is the usual Unity just like for 3D only with a dedicated 2D physics platform and sprite shader definitions. The dedicated 2D functionality of Unity is much heavier on the side of content creation than it is on the side of an exported project. A 2D game made with Unity can handle 3D just as good and as much as a dedicated 3D game because it’s the same thing running in the background.
I didn’t run any more tests on it to actually underline this but subjectively finished builds never seem to demand much more from my PC than any other more or less current game. In the end it’s also a question of how many post processing and extra shaders you throw at the project as well.
If you really want best performance with least stress you probably need to create a custom engine or use a dedicated very lightweight 2D engine. Personally I would not worry about it too much if you are efficient using Unity and don’t need to target the weakest of hardware from 1999, though.
hmmm, good to know for my own future with unity. but strange that devs, or whomever has released whatever has not figured that out.
but even v-sync in other games [not unity based] that has not been set run very well in terms of not making my fan sound like its being molested with twiglets. but then again, that may be just because of the way they themselves are made
one thing i remember that one person said to me is that ‘its because of the level editor, thats why its takes a little extra power.’
but that personally doesnt sit with me, because im more an 100% sure that the team who do develop unity know what the chuff they are doing and would make sure that such things did NOT exist