Idk if you are trolling or not. No robust 2D Engine? Eh? I’ve been working with Paper2D in Unreal for years - works perfectly, what are you ralking about? I was complaining about in regard of 2D was Orthographic Camera - the only thing where Unity was better, but since 5.3 it’s fixed! UE as of 5.3 has full support of Ortho Camera. “Enhanced Input” - that’s literally what Input system is called in UE5. Fixed Timesteps - ehhh… you know that it’s all inside a single virtual Tick() function that takes DeltaSeconds as an argument? Who stops you from handling Tick yourself and passing fixed DeltaSeconds there? AI integration was added in the previous release, altought I don’t think it’s a good idea, but ok. No powerful Camera system? Are you sure you ever used Unreal?
Let’s talk about Unity’s ACTORS. What about having a normal sane OOP structure in Unity - like EVERY OTHER ENGINE ON THE PLANET? Not being able to create subclass of Unity’s SceneObject (analogue of Unreal’s actor) is ridiculous. Instead of simple make a subclass of SceneObject, you have to use “Prefab” system which is broken and even if it wasn’t it’s still not you want as a programmer. SceneObject being able to have only one component of each class? Why? Why I can’t have heirarchy of dozens of components WITH TRANSFORMS, and treat as c# subclass of SceneObject? Leaving aside that you can’t go deep in the Unity engine, because you’re limited to c#, while Unity itself is written in c++. While in Unreal I can go into the very guts because it’s all c++.
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