4 ms·
My feelings exactly. Lately I feel like Unity is getting wrecked by Unreal. I consistently look at Unreal acquisitions and developments and think, wow they are
by thsbrown 4y ago
My feelings exactly. Lately I feel like Unity is getting wrecked by Unreal. I consistently look at Unreal acquisitions and developments and think, wow they are adding immense value to game developers / designers there.
I have held off on migrating over, given that (from what I have read), I agree with Unity's long term vision (move to .net, package manager, rendering pipelines, UI toolkit, dots). The real question for me though is if they are going to pull it off, or get derailed along the way.
- radiKal07 4y agoUnreal is definetly better than Unity in the 3D space but for 2D it's still better to go with Unity
- cyber_kinetist 4y agoFor 2D you still have some other options though. GameMaker, even with all its faults, still gives indie devs plenty of room to make good games. And there’s also the route of using more barebone frameworks like MonoGame or actually make your own little game engine in C++ or C#. (You’ll be surprised how many 2D indie games were created in this way!)
- bob1029 4y ago> I agree with Unity's long term vision (move to .net, package manager, rendering pipelines, UI toolkit, dots). The real question for me though is if they are going to pull it off, or get derailed along the way. I've had more time to think about this. Unity effectively has a golden goose of an ecosystem right now and they're about to murder it with boardroom bullshit. How much energy was spent on this merger that could have been redirected to doubling-down on the tech stack? Multiplayer could really use some more attention, IMO. It's definitely not too late for them to correct course, but I've seen this path so many times I do not reserve any hope. I took a loss on my entire Unity position this morning to get out from under any future bad decisions.
- squeaky-clean 4y agoThe real issue IMO isn't that they aren't doubling down on the tech stack or paying attention to multiplayer. It's that are doing that but have gone full Google and kill these projects after they enter alpha or beta. For multiplayer there was the original UNet, then the FPS Multiplayer Demo stack, then HLAPI/MLAPI, now we're getting "Netcode for GameObjects". That also means their new tech stack rewrite for ECS won't get multiplayer support until they release "Netcode for ECS" at some later date. There's stuff like buying Bolt and then depreciating it months later for Unity Visual Scripting. It's like they have a ton of teams working on rewriting the engine but none of them communicate and often find out they've been rewriting the same feature as another team.
- throwuxiytayq 4y ago> For multiplayer there was the original UNet, then the FPS Multiplayer Demo stack, then HLAPI/MLAPI, now we're getting "Netcode for GameObjects". This doesn't seem like the correct timeline of events. Anyway, if you want a clearer picture why they decided to throw the packages away, I recommend reading the source and/or trying to use them. For your reference: https://github.com/needle-mirror/com.unity.multiplayer-hlapi https://github.com/needle-mirror/com.unity.multiplayer-hlapi > That also means their new tech stack rewrite for ECS won't get multiplayer support until they release "Netcode for ECS" at some later date. Uhhhh? The package is literally right there. It's one of the very earliest ECS packages they published, I think. They also reaffirmed that the package is in active development internally. https://docs.unity3d.com/Packages/com.unity.netcode@0.51/manual/index.html https://docs.unity3d.com/Packages/com.unity.netcode@0.51/man... > There's stuff like buying Bolt and then depreciating it months later for Unity Visual Scripting. Bolt is Unity Visual Scripting. I really don't know what you find so offending here (maybe except Unity's inability to develop their own tools in-house). > It's like they have a ton of teams working on rewriting the engine but none of them communicate and often find out they've been rewriting the same feature as another team. I can't come up with a single example of this. Unity occasionally has a tendency to develop a "vnext" tool while still supporting a "legacy" tool, which seems great for backwards compatibility (and for long-running projects), but it just keeps confusing people endlessly. I don't like Unity, but hell, I don't envy them for constantly having to deal with this shit either.