I appologize for my words, I meas a lot of developer want to use unreal engine for mobiles, because unreal engine 4 is a good engine, so does Unity.
I think the users should push epic to make unreal engine better, slander Unity will not helper(some people here).
there are more mobile developers than PC and console, they want to join unreal engine 4 and make it better.
Why do they have to use unreal for a mobile game? I imagine if unreal never added this useless mobile support at all and invested all resources in better pc/console gaming, we would already have dynamic GI and all that fancy stuff
Because they love to use unreal engine 4:), unreal engine has better graphics and network(this is my best love),
Epic add mobile support to let more developers to use unreal engine.
At last the mobile game market will more and more important, the global games market will reach $108.9 billion in 2017 with mobile taking 42%.
You can run Unity with an old potato for a computer. There’s tons of docs, and tutorials. Any school can have there students run it with just 4gb ram, and a dual core. You cant force your students to go buy a with 4-6gb gpu, and 16gb ram. With that being said the fact that Unity is taught in school makes it extremely popular. Students like to share a lot of things which compounded it’s popularity. UE4 is a step up in a premium direction, but it comes with a strong requirement for hardware. So right out of the box you can go buy a 200$ and be running unity. Do that with UE4, and wake up to check if your shaders are compiled, and lighting is built.
Welcome to business where resources are not infinite. One of Unity’s biggest downfalls is that it tries to be a jack of all trades. This has resulted in a half-***'d platform to develop on with the only saving grace being the Asset store’s ability to fill in the massive holes in the engine. In doing so, you end up with a fractured workflow, horribly engineered cash-grab add-ons, and reliance on 3rd party support.
But sure…you can develop on Mobile and any other platform on a potato laptop…until you have any project of meaningful size, at which point Unity becomes less performant and quite frankly dated when compared to the same thing in Unreal. GMS is arguably better for 2D and Unreal is the king of 3D…which naturally leaves Unity to mobile…which it won’t be able to compete in forever as Epic is a more profitable company (more to invest) and mobile technology is rapidly advancing.
To top it all off…Unity has an atrocious development cycle that leaves huge gaps and long-standing bugs between versions.
And UE doesn’t try to be jack of all trades? Last I checked it even goes leaps and beyond into car showcases, architecture, heck even Star Wars (anything but games).
Guys you need to learn to drop this nonsense of my game engine is better than yours. Unity being just for Mobile is simply laughable. While the only thing UE has going for it is graphical prowess, but that means jack sh*t for in the hands of a good artist both engines will shine. In fact I have seen far more impressive games made visually and otherwise in Unity than in UE4.
Last but not least the latest updates in Unity are very welcoming, their sequencer for instance is already a strong competitor and in some instances much better than UE.
But above all, It annoys me that some UE users can be such pompous pr*cks while they themselves have nothing to show most of the time, and Epic almost always sounds like it is the king of the hill in all their shows on mass stages. Don’t get the same relative vibe from unity guys in comparison.
I totally agree with everyting you’ve said. In fact we are finishing off two projects in Unity - one for VR and one for mobile. Next year we are going to create a PC game and Unity is a very strong candidate for it. We are going to test out Unity/UE4/LY/CE. Will see how it goes.
I like Unity, i like Unreal. Out of the box Unreal has more feature that allow to deploy to PC at a high standard at no extra cost. Take Player UNknown Battleground and the other Unity-based Survival for instance.
If you’re making something like a shooter, Unreal is such a pleasure to work with. Making a 3D scene too, in Unity you’ll have to grab some extra VFX, lens effect, post process… while with Unreal you have access to some high quality VFX and post-process, in learning tab or demo samples.
The fact that anyone can access Unreal Engine source code also means that any other game engine could potentially catch up to Unreal, it therefore shows how confident they are about their technological leadership in this field.
Also, the Blueprint system is just wonderful, allows anyone to prototype feature in a quarter of the time it would require in C++.
I like the ArT rigging tool for Maya, the fact that Nvidia is using UE for its newer state of the art project. The documentation, the fact that it’s in C++.
I was on Unity before going to Unreal in late 2016, and i’m not looking back, at least not for my current project.
Why do these threads always devolve to name-calling.
My opinion on this subject is the same as it’s always been - pick a bloody toolset you like and stick with it. Too many people spend their time jumping between engines and not actually getting on with the task at hand and making anything. Each engine has pros and cons, and it’s up to you to choose which one works best for you. I chose Unreal 9+ years ago, and that’s why I’m able to make games completely on my own today and have a tonne of tech I’ve developed to make it easier for me to do that. If I dropped into Unity tomorrow, I’d be stepping back in time 9+ years and starting all over again with nothing. It is a pointless and wasteful decision to chop and change between engines all the time. Your time is the most valuable commodity you have for game development, so don’t waste it.
If you really believe that the only strong point Unreal has over Unity is it’s graphical prowess, then clearly it’s the wrong engine of choice for you. That’s great, it’s fine in fact - now go and make something with it.
To the OP - In my opinion, Unity is more popular with the indie community because it’s been around for a lot longer, and therefore has a huge community and plenty of documentation and help. It also has an asset store flooded with content that can help you piece together a game in quick time. Unreal is likely more popular for Console, AAA and big-time multiplayer games (less so now that companies are choosing to develop their own in-house engines) because that’s its heritage. Unreal 4 is less than four years old as far as the general are concerned.
False. Being utilized in automotive, architecture, and movies is simply a byproduct of their investment into workflow, robust base engine toolsets, graphical fidelity, and likely marketing. Epic has invested in key areas related to game development, and as a result their product can also be utilized for other purposes. Archviz and Automotive design are afterall, just “games”. The fact is, if Unity was at the same level as Unreal in areas of importance, they would be competing in the same market spaces, and they absolutely are not. Name one single AAA titled produced on Unity. I will wait. Escape from Tarkov is probably the most beautiful Unity game, and it looks horribly dated versus what could have been done in Unreal. Beautifully decorated game though I will admit.
Secondly, it is important to understand that investments are relative. Epic is a larger company and as such has more resources to throw around in terms of man hours and capital.
Unity is a skeleton of an engine and no top tier professional company wants to be reliant on an excess of 3rd party bolt-ons and why invest thousands of man hours on core **** that can be had stock with Unreal. Do I even need to mention Source access?
What this guy says is very true. While I greatly prefer Unreal, if you have spent 9+ years developing tools and systems within Unity, it is likely a step back in workflow at this point. This is the situation for a lot of smaller companies as well. They have built up tools and workflows for Unity and do not want to introduce the change that would be involved in moving engines. However, you also need to ask yourself what is so important that you have developed in those 9 years. If you spent 9+ years building tools and editor extensions that are entirely unnecessary in Unreal (they already exist) then the only thing you would lose out on is the time it takes to learn the new Toolsets in Unreal. Ignore the whole “9 year” thing and be honest about this. It FEELS bad to “throw away” 9 years, but just because it feels bad doesn’t it’s a bad decision. You’re also not throwing 9 years away considering all of the functional experience and knowledge you have obtained over that time that will carry over.
With that logic we can also assume that unity’s ‘jack of all trades’ is a byproduct of its flexibility in its areas of strength and so on…
The term AAA is used all over. Fact is most AAA titles these days look generic and weak in art direction. But when I look at indie games (Ori, Inside, Homewolrd) then i get inspired. and most those indies are not done in such ‘AAA engines’ with all the bells and whistles. It’s just pure talent. that’s the point i am making. Does unity have vast shortcomings sure but make no mistake so does UE.
Whats more important is that competition is good for the engines. Good for us.
It’s used to refer to a specific category of high budget, high sales games. It’s an obvious target market.
Petitio principii. This is your opinion and a logical fallacy - it is also not an opinion I share. SomeAAA games look generic, but so do some indie games.
Of those games, only Inside is indie. Ori is backed / published by Microsoft, and Homeworld was as AAA as it gets (published by Sierra). Both Ori and Inside are much smaller production games, and Homeworld is just plain old.
I dont know that I would call Amplitude Studios AAA though they are published by Sega… but I guess it’s a matter of opinion. Endless legend looks good for that genre though.
Hard to know which company has more manpower and resources when neither are publicly traded. I feel Unity leans way too heavily on their Asset store and they go far too long between major updates. If they are indeed above Epic in resources and manpower, why are they not able to completely burn Unreal in all areas?
When you look at base core things like raw mouse input in Unity, it feels horribly deficient.
In my opinion with Unity you get maybe 40% of the features they advertise. Imagine you bought a car and it came without an engine and wheels, that is Unity.
Actually, they don’t go far too long between major updates. 5.6 was in March, and 2017.1 released yesterday packed with a lot of features for artists:
And there is a completely new Input system in Unity as well. Seems like you’ve been using Unity ages ago.