Why is Unity the most popular engine?

Most of the game developers I’m working with, simply don’t want to mess with C++. And Blueprints are not an option for them either, because they still like to programm the classic way, writing syntax line by line.
Another reason is, that a lot of the Unity users have invested a quite a bit of money and time into Unity. And finally it’s simply the comfort zone… Stepping outside of it and learning something new can be overwhelming.

Personally I stayed with Unity for a long time, because I was purely a Mac-user and Unreal Engine’s stability didn’t really convinced me in the past. But this year it got a lot better and I finally bought a nice Windows machine, for the purpose of game developing with Unreal Engine. As an artist/game dev, Unreal’s toolset is simply too good to ignore.

Unity isn’t as bad, as some people here claim. And there are also some great games made with it. But Unreal Engine is more sophisticated and powerful overall IMO.
Plus I always have the feeling that the people at Epic really care about game dev and their community. Something I miss with Unity nowadays.
UT cares more about their services and how to milk their users.

Personally I strongly believe that no one can say Unity is a weak engine anymore. It’s grown very rapidly and today it is another engine entirely comparing to what it was when this thread was opened. I think disregarding that is based on just personal preference. Unreal of course is more robust and it was already doing triple A when Unity was just crawling. But still… Unity’s weak days are long gone.

Should I provide the long list of CLs which you need to merge from Epic’s Perforce just to pass formal Sony TRC?

Just 2 short examples:

  • Landscape actor has no tesselations in PS4 builds. And will not at least during next year. That means your landscape will be always present on PS4 in highest LOD.
    … And just imagine your FPS with Landscape 1000x1000 meters… Even more, Landscape actor will cause PS4 packaging process crash in 4.13.2 Release build.

  • Should I remind how Prediction Time is “calculated” in UE? And how this affect on TRC pass?

Anyway, this is not area to speak about PS4 source, I just proofing what I am not lie.

Personally, I am a huge Unreal fan. But my life is hard - our studio still using Unreal only because of me.

This is the Game Engine. This is the Development. What’s else are you expecting? o_O But Unreal Blueprint is not “syntax line by line”, this is the “river flow” :slight_smile:

Unity is “writing syntax line by line”.

I would compare like that:

Unity is “After Effect”, Unreal - “Nuke”.

Unity is “Max”, Unreal - “Houdini”.

Unity project is a quite mess stack. Unreal blueprint is a clear and transparent for view (if organized well by artist, sure).

but in Unity you can set the running order by changing stack. In Unreal this is big pain in *ss. Even more - different Unreal actors have a different time ticks :slight_smile: Try to play audio and video separately and synchronize with animation - you will be surprised.

Unity particles is perfect fro development, especially in VR (you can control each particle). Unreal particles is useless.

Anyway, there is no “universal” tool. Unity is the best for one, Unreal - for another. Everything is reliable on the matter of your project.

… somebody stop me please!

I expect nothing. What I said was, that programmers who use Unity, are not fond of C++, or Blueprints. If you look at some past forum conversations at the Unity forum, you’ll see that a lot of them don’t like visual programming and label it as inferior.

Personally, I’m absolutely fine with visual programming, because I’m an artist and I love it that way ever since I messed with Klick and Play and Virtools. And for the games I do, Blueprint is sufficient enough.
Also Unreal’s Blueprint is truly integrated into the engine, unlike Unity’s third party tools from the store. And besides of Playmaker, those are mostly poorly supported, or got scrapped like Uscript.

Indeed. If I want to create a 2D game that also works on mobile platforms, I think Unity, or even Gamemaker is the better choice.

I would disagree with your thoughts. Unreal is while not THAT friendly, is more than capable of doing Paper2D stuff. ^^

I just don’t want people to think that Unity is the only choice out there.

Honestly I’d knock out unity from the list and stick straight with game maker considering that 2.0 has just released and it’s got all them fancy new fangled features like visual scripting (like blueprint) and their code style is closer to that of python/javascript which makes coding easy peezy.

People who complain about visual scripting being inferior are just repping their old school mentality hard. The future is here and with it comes ease of development via visual scripting tools.

As I always say though, the best tool for the job is the tool you know the best. C++ and unreal engine are the tools I know best, so I make paper2d work for me. Both mobile and PC have been just a export button click for my trial games to test the platforms.

Unity isn’t game engine; Unity is itself a whole platform.
If you need to code once and publish “everywhere”, then it’s Unity what you need; however you’ll have to buy $2000 addons or make yourself a game engine on top of Unity; a large portion of Unity jobs are related to game engine (tools) development.

If you’d rather publish on core platforms and focus on making a very advanced game instead, then Unreal is millions of times a better choice because all the tools you need are already in there.

I didn’t know about Gamemaker’s newest version. That’s pretty nice actually.
Of course if you’re already familiar with Unreal Engine and it fits all your needs, there is no reason to go elsewhere. I guess that’s also the reason why a lot people still stick to Unity.
But for me as mainly an artist, Unreal offers the better tool-set out of the box. And having a Windows machine now, there is no reason not to utilize Epic’s offerings.

Sure Unreal’s Paper 2D is capable. I wouldn’t say otherwise. Personally, I just find Unreal a bit overkill for 2D stuff, or even Unity for that matter. Eventually those are 3D engines for me. But that is just my own preference.
Your 2D fighting project shows, that you can get something cool done with Paper 2D too.

Yeah, I know what you mean. I’ve spent almost $6000 on Unity addons but boy I can make almost everything in no time :wink:

Me too, after spent $6000 on Unity Asset Store as a small indie game developer, I tried a very good $50 template in UE Marketplace, I realized that I should go back to Unity because:

  • The Marketplace is promised, but still so young compared to Asset Store. There is not so much things, and is quite expensive (but I have to admit that the quality is good)
  • Blueprint is , but will be a nightmare with Unity user like me (I just need to do something very simple with visual script editor like Playmaker + ORK combo)

I think Marketplace will be better in next 2 - 3 years. At the moment, Unity is messy as hell, but at last, it works.

When choosing between Unity and Torque to learn I went with Unity because felt easier; C#, etc…
Nowadays I would’ve gone with Torque instead or even OGRE… Because after some time of experience you realize that the knowledge you have is what companies pay you for, not because of the tools you use; and Unity simply makes money by drawing you away from knowledge because that way they make you dependent on them to survive.

There is nothing that should draw you away from getting more knowledge. I’ve seen some amazing things done with Unity from very nice shaders to custom renderers. Sky is the limit, not Unity.

This really depends on the knowledge you need. You can build lots of experience with Ogre, or whatever, and then discover that the company you want to work for has no use or need for this knowledge. Instead they would have wanted you to be knee-deep in your algorithms and design patterns, which is knowledge you can perfectly gain and apply in a Unity3D context. If lower level framework knowledge/experience is required, then it is a different story. But new/extra knowledge can always be beneficial at some point of course. I like Ogre:)

I used Unreal free, before going to try Unity free… I stuck with Unity… why?.. C#

While it’s not just C# its the component system, but using C# is so much nicer and easier, the sheer amount content/training and resources for it is also pretty large, while third party api frameoworks are harder to use because of the mono C# 3.0 only, it won’t be long now before I’ll finally be able to use a few C#4.5+ api’s in Unity.

Unreal while I like so much of the tooling they provide in editor and following what they are adding in the engine, its way better than Unity (literately everything requires wallet rape down at the asset store to get some decent tools) Unreal’s flaw for me though (aside from the GUI not being as extendible as easier as Unity) is that I just hate blueprints for code/logic stuff, much easier when its in code, but I also have a disliking of C++. Unreal to me is a really nice engine/editor if you’ve got even just a small team to work with, where perhaps one guy really likes C++ and is your coding guy, so I don’t have to touch it apart from making minor tweaks and changes and focusing the creative stuff while avoiding blueprints as much as possible.

While I wish C# support was directly supported by Epic, I think its pretty clear they have no intention of making it a core thing they support in engine.

Anyway looks like Crytek have the right idea with supporting C# and their new schymatic system that comes pretty close to the component like workflow Unity has. So maybe I will eventually have a decent alternative to Unity in the future, but they got other tooling problems that need seeing to. In the end I stay with Unity and besides I need to finish a game instead of looking at engines.

Having said all that, if Unreal ever want to add a really good Voxel terrain engine and move away from only static terrain ****, like I dunno… https://forum.unity3d.com/threads/terrainengine-voxel-terrain-smooth-cubic-2d-hexagonal-infinite-procedural-terrain.174595/page-13) It would indeed be very enticing as building a game around such a big feature like that without such a big bank breaking license cost, which if supported by the engine directly will likely get community support/addons around it alot easier aswel) I think any game engine with 1 or 2 killer features for developers to build a game around and with, can be enough for them to overlook and workaround the other lackluster areas. Strangely enough terrain engine guy is porting that voxel terrain engine to Cryengine aswel now. Only mention because Unreal doesn’t really have any decent voxel engines, and while there are a few C++ open source ones, there are way more done in C# that can be used and already implemented into Unity, which makes it alot easier for an indie to use and build on top of.

I think Skookumscript will end up being used a lot with UE4. It makes sense to have a scripting language designed for games, while still allowing close to metal programming (C++).

Meanwhile, people who are still dependent on Unity to make their games are taking it… And taking it hard in the ***

U know this makes no sense right?

Read the comments from veteran users in that same page.
Makes a lot of sense; the pricing model they want to impose is the only thing making no sense at all :]
If those guys could program in anything else but C#, they’d be dropping Unity in a heartbeat!

I would prefer subscription over royalties any day.