4 ms·
I really want to like Unity.. but they make it hard. There are a bunch of ways to do one thing, and those ways are probably deprecated. I really like their dire
by thejosh 5y ago
I really want to like Unity.. but they make it hard.
There are a bunch of ways to do one thing, and those ways are probably deprecated. I really like their direction for DOTS, but their communication with their community is pretty much dead. They made a single post after a very long time with an update, and provide no real roadmap.
UE5 is pretty good, having not used UE4. I like how they keep everything backwards compatible, so it's pretty good. I like blueprints and how you can use their C++ bindings pretty easily from it.
I also like that UE5 is dogfooded by Fortnite, so they actually have skin in the game to make the editor better, instead of just relying on royalties.
- dleslie 5y agoAs a long time Unity dev, now: Wait for a feature to exist for two major revisions. It might still be deprecated in a future revision, or removed entirely; but with two revisions they'll generally have smoothed out all the rough parts.
- ntSean 5y agoUnity has changed their tact with features. Dogfooding with Animation, Game Development, VR/AR. You name it, they have an open source project to start from: https://github.com/UnityTechnologies/open-project-1 https://github.com/UnityTechnologies/open-project-1 New features include source access through Github, have QA testing statuses (Preview vs Verified), and have automated upgrade paths. I recently went from Unity 2019->2022 and it was seamless. Source code access is ubiquitous too. This is all very different from the Unity 4 days where a patch version would break your project! The downsides are that the Editor is mostly single-threaded, so in large multi-year projects, iteration time and navigation can be difficult. Unity have a “task-force” that are working to resolve these issues, but their communication is really lacking. Unreal devs by comparison are much easier to get ahold of and have more open roadmaps. I’m hoping that Unity moves in this direction, but they’ve been burnt by this before: promising features in timelines that weren’t feasible (i.e nested prefabs)