I’d argue for the exact opposite; they seem to work less on the engine and more on services and promoting the engine, compared to Epic. But yeah, Epic might spread “thinner”. Nevertheless the engine, and support, develops and improves on a much faster pace than Unity does or ever did. I also feel that because Unity does not work on real games they sometimes lack the experience, insights and/or direction for feature implementations.
Yeah, diffing blueprints after major changes is an absolute nightmare. It’s just not feasible for a large scale project.
What i like about UE4, is that every release brings one or two stunning features.
If you are developping a game that needs to be beautifull, Unreal 4 is the best engine actually.
I like how “full” most of the features are. It almost feels cheap. I look into how to do something in UE4…Hey, there’s a node/class for that already! In Unity, everything is very stripped down. In Unity, I spent far too much time building Editor tools, editor extensions, and expanding basic things like Input handling and Character controllers. I have seen 500+ line property drawers just to make a simple component usable. Doing all of this “grunt” work feels really good, as if you’re making great progress, but the truth is, you’re not actually getting any closer to finishing a game. You’re just spending excess time filling holes in the engine that shouldn’t be there in the first place…
But hey…you can spend $75 on the Asset store to fill that hole for you…and then spend HOURS learning the unique workflow of that Asset…and more HOURS re-developing your code to work properly with that Asset.
Unity made Demos often require $300-$500+ in Asset store plugins UP FRONT. How can you stand by an engine when they cannot even produce competitive tech demos without heavily leaning on the Asset store. $300-500 per seat for Assets up front is not “Free”
I agree, you spend quickly 500$ to try to close the gaps, and it becomes a mess of plugins that you got to manage, sometimes you have plugins not working well with others. Because it is not in engine it results of thousand scripts that will only slow down your game.
In the other hand Unreal 4 keep adding features to the engine each release , unlike Unity where you need to spend 50$ or 100$ each time something new is interesting and not in the engine.
It would be nice to hear from EPIC on this topic :rolleyes:
I wonder what they think, when it comes to game engine market share, between UE and Unity
We’ve gone through this in the past.
Their marketing people will say things like “Compared to Unity, Unreal Engine is used for 99% of AAA games that use a third party engine.”
Their engineering people will say things like “we’ve found that, for the games we create, C++ and blueprints is a better balance than C# scripting.”
People still run to Unity because of torrent sites and related stuff…
It’s possible to get all of Asset Store’s products for free; when I was a seller on Unity’s store it was absolute hell to track all my pirated stuff and shutting it down. Unity never did anything to stop them.
With UE4, the same week a pirate published my stuff on pirate sites, Epic filed a DMCA and everything got removed; one more reason why I love UE4
On Unity though, if you are not a pirate, you’d easily spend $5000 worth of assets and plugins to make the engine work properly for a complex game project… And also because C# doesn’t use header files, you have conflicting code in plugins all the time which adds more issues to your project instead of helping.
you really have no idea on what you are talking about, on a massive scale.
I wouldn’t buy plugins from authors that cause this kind of issues. These problems are often easy to avoid, assuming they are somewhat competent C#, or general, programmers. You don’t need C++ and headers for that…
But this is a problem with many asset store plugins. Many of them accomplish nice things, but just as many times are created by rookie programmers with no feeling for code structure or modularity.
I have worked with Unity since their debut to Windows with 2.0; before that it was a Mac only game engine.
I know exactly what I am saying; most kids choose between Unity and Game Maker to learn game development and publish their first app to mobile stores. It’s the majority of Unity users.
Only for the version 3 to 4 some serious studios began to use Unity for production. In the “pro field” almost everyone has their minds made up about Unity: it’s a mobile game engine.
I know; still, on their Asset Store you will always come across these script packages; Always, I can guarantee that after the 7~8 years that I had to work on it.
I feel your pain. There have been many cases at my job where it would be much more efficient to just write certain tools inhouse, rather than buying from the store and have them break with Unity upgrades. Or even break because they can’t play nice with other plugins.
Not to mention, every one of those assets has their own forums for support and they typically take forever to respond IF they answer…
Or you could just use UE4 since it probably already has that feature built in lol
The biggest piracy sources that authors have trouble with are the ones in places like Middle East, Russia and China. DMCA has no meaning there and they have no treaties with American companies so there is not much that can be done in fast pace with local authorities or in general, at all. If you were a seller and maybe had access to the various private groups you know this. Unity legal team has blocked many of these sites from search engines but they are still limited when it comes to take down the sources. Same problems are affecting Epic games and you just might not notice it cause it’s not as widespread problem with the marketplace content yet.
You can easily waste $5000 if you cant program at all and do not have the experience to produce stuff specific to your requirements. It’s not like that every Unity user is throwing cash to the screen because they and helpless without em. It just looks like that the general trend seems to be today that if you don’t have visual material editor or scripting the users are ****ed up and cant progress, if there is feature x missing they cant progress. In reality there are plenty of people who can still for example produce shader code easily or code the stuff they need.
For the header and conflicting code have you ever heard of namespaces? it’s been pretty rare to have conflicting assets for quite some time now and depending of the asset type and scale they get rejected without using one.
Devs spend $5000 on assets because it’s a better investment than the time it would take to develop the same things in house…not necessarily because they can’t do it themselves.
Even the Unity tech demos that have been released required upwards of $1000 in assets; if not more. It has nothing to do with inability and more to do with fundamental things being completely absent from the engine. Unity isn’t a fully-featured game engine.
Every. single. time. that this is brought to light, Unity fanatics snap back with “But muh Asset Store…Unity can look just as good as UE4 it just takes more work and these 5 Assets!”
I was mainly referring to the repeatably said comments where it’s indicated that the engine is barely usable unless your first visit is to asset store right after install, similar to yours. There’s a difference to invest into features that actually are not necessary generic and save hundreds of man hours than cry about trivial features that do not require much effort from experienced users. I would argue that no engine is fully featured with today’s requirements.
Oh yeah; let’s invest 8 months of development effort to build editor extensions for an engine that we are paying $200USD+ every month! (I’ve actually done this more than once for myself and companies; smart me! smart company!)
So then we can finally start making the game we want to make once the engine has these basic tools that are supposed to be in there by default; Or we can pay for more assets so we could start making the game right now (but then comes the problems with such paid assets not working well with each other)… That’s . Best engine ever!
When people talk about Namespaces I wonder if just naive or actually have never ever paid for a bunch of Asset Store packs and tried to integrate them together because your boss wants “this and that, with that and that plus more of that”…
The problem is that some of the missing features are pretty core to modern game development. You don’t get far without a proper material editor, as an example.
It’s not always major features like mtl editor. Most projects in Unity also end up working on (some small) things like:
mouse input (raw input in Unity is garbage)
input controller
Character controller is super basic with almost no functionality other than simple movement
event system
Camera shake
…
No actual AI tools -> Why is there not a BT
Buggy UI…some panels grow/shrink when they shouldn’t
Terrain sewing
the list goes on