[HN Gopher] Unreal vs. Unity Opinion
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       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
        
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