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804021 No.804021 [Reply] [Original]

>> No.804025

Not even close.
Some of the biggest games of 2020 were made in Unity.

>> No.804030
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804030

>>804021

>> No.804035
File: 195 KB, 798x770, 1613833951876.jpg [View same] [iqdb] [saucenao] [google]
804035

>>804025
No they weren't.

>> No.804048

>>804035
Genshin Impact and Fall Guys are both Unity and both pulled big numbers.

Valheim is Unity and already turning a lot of heads in early access.

>> No.804058

>>804048
>Valheim is Unity
Thought for sure it would've been a custom engine given the autismo levels of the devs

>> No.804070

unreal definitely seems to progress MUCH faster than unity
i don't even know what the fuck unity devs are working on all day

>> No.804071

>>804070
They get enough income from all the BBB devs they don't give a shit. There is so many of those "insert retarded shit simulator" games these days. And they seem to be making money too. Idk who buys that crap.

>> No.804072

>>804070
UE4 is too bloated to use. It's IDE is terrible for coding.

>> No.804077

>>804072
you call it bloat, i call it features

>> No.804100

>>804058
You think 4 guys have so much time to build their engine from the ground? i also heard that 75% of the game was made by one guy.

>> No.804101

Brackeys was an equivalent of a Blender Guru. Looking at their community you can see similarities where a bunch of young hobbyists are jumping on bandwagons and working on meme mechanics from popular youtube tutorials. Just like with a donut and anvil, every other Unity project now consists of a procedural walking animation or a grapple hook movement.

>> No.804162
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804162

>>804021

>> No.804772

>>804025
The comparison is in the wider userbase, and I think the comparison is pretty fair, as a user of both. Lots of my public videos/posts have a notable amount of kids asking for tutorials on how I achieved my results, or asking for me to release free assets or code samples, and I'm not even particularly popular by any metric.

>> No.804838

>>804048
Ahahahaha no real devs use unity, only baby indie devs

>> No.804859

>>804838
Very good shitpost anon, don't give up, you're almost there.

>> No.805067
File: 219 KB, 1493x1831, api.png [View same] [iqdb] [saucenao] [google]
805067

>>804838
>>804021
>>804035
>>804048

you aint seen nothing yet
its winning now, itll win even more when the engine overhaul is complete
https://youtu.be/kUdHg6GRS24

the new ui, animation, audio, rendering pipeline tools, scripting api are very cool.
unity is transitioning from obese neckbeard yandere dev to cute anime girl

>> No.805069
File: 359 KB, 446x693, 202-2026217_file-imageunitygirl-unity-chan-kohaku-otori.png [View same] [iqdb] [saucenao] [google]
805069

>>805067
pic related

>> No.805071

>>804070
(you) >>805067

>> No.805085

>>804021
>Unity tards
more like unity turds, amirite

>> No.805088

>>805067
the new rendering pipeline work has been in development for years and is still full of bugs and barely documented. Worse yet, they have been refusing to fix regression bugs in the old render pipeline because it is obsolete. I wouldn't be one bit surprised if DOTS goes down the exact same rabbithole.

Every nontrivial unity project I've worked on has been a painful process of finding and working around corner case bugs in the builtin systems.

>> No.805220

>>805088
Yes, but that won't always be the case. In a years time, it'll be bug free and feature complete. And unreal still doesn't have any mutlithreading support to speak of

>> No.805261

>>805220
You are far more optimistic than I. Let's hope you're right.

>> No.805343

>>805261
its buildable now with the new systems, after gi support was added. only bugs are editor only

>> No.805344

>>805343
Just the other day I ran into shadow pass rendering bugs in URP when using multiple terrain objects and instancing enabled. After googling, found it was a known issue for over a year, marked as "fixed" in bug tracker, and still not fixed in latest release. Pretty prototypical of my experience with Unity as a whole really.

>> No.805348

>>805344
pic? i use urp and haven't encountered any issues. hdrp had pretty significant issues in the past, but i haven't encountered any in the past couple months

still infinitely better than unreal which doesn't have any low end platform support, and is practically non existent on mobile and web

>> No.805350

>>805344
unity went public recently so they're incredibly focused on adding new marquee features to attract animation use or visdev and architecture attention.

I think in a few years it'll all stabilise out to being good but yeah it'll be how it is in the short term.

>> No.805362

>>804021
Yes, I tried to make something with Unity, let me tell you its a complete clusterfuck, stupid errors, a feature doesn't mean it works with other features, 'Prefabs' got completely trashed, the latest updates after 2018(?) or so were mainly graphics related, it has shitty PhysX, if physics objects travel 20m/s then they fly through every collision, many 'game devs' say that they made this but in reality they copypasted meme C# and bought assets from the asset store, you can't make 'complex' animations in Unity it just looks shitty, bakes realtime shadows even if its disabled, many problems with FBX and OBJ files and many more but my brain probably doesn't want to think about it anymore, but its like Gaben said as his company created the Orange Box(?) for the PS3:
"It's a waste of everyones time", Unreal Engine isn't better it's also shitty but it got C++ which everyone should learn again, every studio should start to make their own engine in C++ its far more optimized but time costs are high and big money is todays only reason to make a game, it just needs DLCs, Season Pass and whatever the fuck

TL:DR Unity is shitty, code your own engine in C++.

>> No.805366

>>805362
>its a complete clusterfuck, stupid errors, a feature doesn't mean it works with other features, 'Prefabs' got completely trashed, the latest updates after 2018(?) or so were mainly graphics related
sounds like cope for being a retard

>C++ its far more optimized
your code is translated 1:1 to C++ in build. C++ offers no advantages or features over C# at the expense of waiting 8 hours to compile engine changes vs it being instant

>it has shitty PhysX, if physics objects travel 20m/s then they fly through every collision
this is not a thing, and good luck making your own physics engine

>you can't make 'complex' animations in Unity it just looks shitty
they added inverse ik and constraints recently. but its a game engine, and you should use blender. good luck making animations in imgui in your crappy engine

>bakes realtime shadows
that has never been a thing