[HN Gopher] Unreal vs. Unity Opinion ___________________________________________________________________ Unreal vs. Unity Opinion Author : ibobev Score : 64 points Date : 2022-04-17 21:10 UTC (1 hours ago) (HTM) web link (gist.github.com) (TXT) w3m dump (gist.github.com) | rektide wrote: | This speaks sooo close to the trends that pushed Microsoft to go | create WSL, to become a viable healthy platform for multi- | platform development: they had to. They had to create a platform | people could use as they wanted to, had to support something that | takes upstream pull requests. Simply shipping Ubuntu is basically | the biggest possible fix they had for long term development, | going where the puck is headed. | | This discussion about whether a game engine is long-term | supportable, whether it invests back in the gamedev, it parallels | the conversation about development-experience in operating | systems so closely. | golergka wrote: | I've worked as professional Unity developer for 8 years after | learning it as a hobbyist for 3, and I'm happy to finally be rid | of it. It's good for prototypes and beginners, sure. But when you | start to build big projects, you learn that al those learning | resources guide you towards using awful architectural practices, | and that there's a million of edge cases and weird bugs that | would absolutely kill your project but will stay unfixed for | years. | | Also, since ~2015, Unity as a company have been more and more | interested in developing shiny prototypes of new features that | would look great in presentations, but it would take forever to | finally get them to be production ready, and they would be rid | with problems even then. It's as if Unity cared more about | increasing numbers of newcomers than retain old-timers and | studios which already invested heavily into the engine. | | But I have to be honest, if you're doing mobile 2d game | development, want to ship a product on both operating systems and | don't want to invest in building your own game engine, it is | still the best option. There are other solutions, but none have | such an incredible amount of tools and assets. | theThreeTuples wrote: | Unreal licensing is crazy compared to Unity. A % of revenue is | millions of dollars potentially. You cant compare that to the | fixed opex per developer seat with unity. It's a strategic design | for a company to use one or the other. So far in all companies | I've worked for and have consulted for attribute their choice to | cost and ease of hiring. | enraged_camel wrote: | >>U nreal licensing is crazy compared to Unity. A % of revenue | is millions of dollars potentially | | Sure but how many studios reach that level? And wouldn't you | agree that by then, having to pay that share of revenue would | be, as the saying goes, "a great problem to have"? | | IMO it makes more sense to focus on developer productivity | because that drastically increases your chance of reaching | those revenue numbers. | doikor wrote: | Big publishers/game developers just negotiate a custom | contract. But yes in general UE is more expensive then Unity | but it also comes with a bunch of useful stuff like quixel mega | scans for free if you are using the engine. | | https://www.unrealengine.com/en-US/license | sidlls wrote: | To underscore the sibling comment: at the point where a "% of | revenue is millions of dollars" the company can easily afford | to invest in an in-house solution if it's that important for | their revenue goals. The tradeoff is hiring a sufficient number | of skilled game engine programmers to make that work. It's not | cheap. | doikor wrote: | Also it is not just making a game engine but you also have to | build some kind of a editor, script/animation tooling, plug- | in support, etc. | | Basically if you are big enough that you can make your own | engine the engine also has to be usable by non programmers | making the actual content for your game. | suyash wrote: | It's actually much better for indie developers because it's | completely free to build and ship something and see if market | wants to before worrying about subscription costs etc like in | Unity. | klodolph wrote: | You only pay for Unity if you already have >100K in annual | revenue. | DerSaidin wrote: | so TL;DR of this gist... | | > > what is the point of Unity, now? | | > Unity was good for prototyping. Access to Unreal engine source | is great. | | Doesn't sound they are making much of an argument to redeem | Unity. | mattgreenrocks wrote: | What is the learning curve on UE like? Unity took some time but | it seemed reasonable for the tiny game I made. | | Also, is UE something to consider for 2D games? Or is Godot more | the pick there? | BudaDude wrote: | For 2D, Godot is the best in the game right now. | peppertree wrote: | The problem statement was unity projects are hard to maintain due | to accumulation of tech debt. The answer is to give dev engine | source access... I failed to see the connection here. | rektide wrote: | A platform which takes input, which is participatory, is | probably going to do much better about the core thesis (in bold | on the article): | | > _As impressive as UE5 is, I don 't think the technology has | to do with its appeal as much as the long-term user | experience._ | | I agree there's not a ton of explanation & support for this | point. The post does jump to a very specific topic, whether the | source is open / takes PRs. For sure there's a lot more that | goes into this question. The post explicitly says it leaves | others to deal with a lot of the pain of the back-half of Unity | development, so it's not even like there's a ton of winning | moves UE has to play: they just have to not self-inflict | grevious wounds. | | It is, however- unsaid in the article but clear- incredibly | much easier to keep yourself in a respectable, easy to use | shape when you are open source. The post talks about a specific | bug, but just things like improving the build toolchain or | adding support for some new developer tool: developers will | happily improve their quality of life in a product, if you let | them. | dleslie wrote: | I've worked with Unreal and Unity both, professionally and for | many years. Several triple A games, indie titles, commercial | sims, and social experiences. What sets unity apart by leaps and | bounds is its asset store, community and educational materials. | rendall wrote: | Which do you like working with, better? | dleslie wrote: | They both have different irritations, but for most things I | would still recommend unity. | | Much of the long-project pain with Unity comes from its | biggest limitation, in comparison to Unreal: no source, and | so you're stuck with Unity's default behavior, limitations | and bugs, unless you plan on extending it, wrapping it or | replacing it. Whereas Unreal making source available doesn't | lend itself to safe boundaries and compartmentalization. | | Weirdly, Unity's irritation is also something of a strength, | because those wrappers and replacements tend to find | themselves on the asset store, often for peanuts. Often with | source. | | There's serious differences at the extremes, of course. But | unless you're working with eight, ten, or more figures of | budget I don't think it will matter that Unreal has superior | tech in numerous ways, because you won't have the teams of | artists to make use of it. | leetrout wrote: | Doesnt unity Just Work(tm) with git, too? | thurn wrote: | At one point in the past, Unity had a legendary commitment to | backwards compatibility, but that's gone now (maybe their | internal promotion process rewards shipping new features over | everything else?). | | Old Unity would never have shipped a fiasco like URP. They'd have | figured out a way to make incremental migration possible instead | of having a global setting... I refuse to believe this would even | be particularly difficult. | mrfusion wrote: | Is Godot out of the question? Is it mostly a performance thing? | suyash wrote: | for me would be lack of AR/VR support as that is what I want to | build apps/games for. | tonguez wrote: | unity always required that you use a mouse to manually drag and | drop certain things in its GUI interface (prefabs), and this is | intolerable to people who feel like their entire project should | be storable in simple (text) files. otherwise what are you | supposed to do, take screenshots of the state of the editor when | everything is dragged and dropped into the right place? it's so | bizarre ___________________________________________________________________ (page generated 2022-04-17 23:00 UTC)