Why I Switched From Unity To Unreal Engine...

preview_player
Показать описание
Рекомендации по теме
Комментарии
Автор

Epic Games actually doesn't charge you anything on your first million $. They charge 5% on the revenue above that. They charge you 0% for the game on their store, and their store charges 12% on any sales, regardless of game engine.

RiftTraveller
Автор

Unity developer with 6 years of experience here... I hope I don't need to explain why Im here... Thanks for the videos! Subscribed.

XboxPlayerPL
Автор

You don't pay Epic anything for the first one million. From Epic Games: "Provided that you notify us on time using the Release Form, you will only owe royalties once the lifetime gross revenue from that product exceeds $1 million USD; in other words, the first $1 million will be royalty-exempt."

academiadevideojuegos
Автор

I started using Unity for making a solo RPG game as my Thesis project for Software Engineering and i'm so frustrated about the workflow that Unity has. There so many things that i always wonder "why is it like that?" and that is why one day i want to buy a PC (yes sadly i'm using a jet engine powered laptop) and try Unreal Engine and maybe release a small game cause why not.
Using Unity ~3 years on and off for my solo project i've noticed mostly these:
+ Unreal has Eye Adaptation built in i think. In Unity i tried making one, and i messed up my lighting settings and my post process and i never managed to make it work.
+ in Unity you need a PlayerPrefs Editor asset (doesn't have a built in for that) for editing the PlayerPrefs within the Editor.
+ in Unity you can't change the Screen Resolution when playing the game inside the Editor (it ONLY works when the game is built)
+ in Unity you can't change the Fullscreen Mode when playing the game inside the Editor (it ONLY works when the game is built)
+ in Unity you can't access the Graphics Launcher settings that the user selected from the Graphics Launcher window that appears first when you run a built application.
+ Unity does not provide an official list of the PlayerPrefs keys that are specifically used by the Unity's Graphics Launcher
+ in Unity you can't have a second Console Window (no idea if you can in Unreal)
+ in Unity when you are focused on a different screen than the one Unity Editor is, it does a miss-click every time you click back at Editor. (i accidentally move files & gameobjects from the scene etc.)
+ in Unity while in Play Mode if you make changes to a Game Object, there isn't a way to apply them to the Game Object directly.
+ worst thing for me is Unity doesn't have *Fullscreen* mode when playing the game in Editor (only a "Maximized Window" they call it), and you need a paid asset for that ("Fullscreen Editor"), like wtf?
+ the bug that sometimes in Scene View when you put the "camera" close to the assets or the terrain, the assets-terrain kinda disappear. Only fix i've found is closing and re-opening the Scene Window.

vasileiospgr
Автор

Well this aged like fine wine haha. A lot of us incomming.

avirbd
Автор

The biggest problem with Unity is that you have to pay a lot for things you will get out of the box with UnrealEngine for free.
Just a few examples of Unity paid assets you get in UE by default: RayFire, Final IK, Astar Pathfinding, Volumetric Fog, Easy Save, Gaia, etc.
Let's add to this PCG, a Behavior Tree (you can buy a Unity asset), physics-based animations (but of course, you can buy an asset for Unity), Nanite, and so on.
Not to mention this outdated terrain tool with standard textures from 20 years back. And yes, separate Render Pipelines are the most stupid thing ever for a multiplatform game engine.

tomtomkowski
Автор

Okay so like to all the Unity fan boys
Have fun paying them per install lol. Saw that coming a mile away.
Please note I had cognitive amnesia and have forgotten how to use unreal engine because of it, please stop critiquing me as I'm literally having to re-learn the entire engine now as I lost 6-12 months of my muscle memory. I may not even understand what you are suggesting or implying :)

TegridyMadeGames
Автор

As a complete beginner in Game Dev and I thought Unity would be better, but I was wrong. Unity is difficult and a major turn-off for beginners. I spent a month in Unity and I could not even get a third-person character to go past moving.

I switched to Unreal and have been using it for less than a month and I was able to implement a weapon equipment system, health bars, AI, and attack system.

kellowattentertainment
Автор

I am soooo glad I went for Unreal instead of Unity. Just the pure fact that it's developed by Epic Games (who, y'know, develop actual games) should've been major greenlight for me, but back then, I chose based on what everybody else was saying. After what happened not too long ago, I realize Unity is in lost cause now unless they replace the heads of the company.

handkc
Автор

I had an idea for a game, researched all game engines and unreal’s blueprints made the most sense to me because I’m not a good programmer(understatement). I created a working demo using unreal with zero coding. Seeing all the recent updates to unreal is getting me excited for my next update

jayare
Автор

For me the biggest issues with Unity are the shaders. They are so unnecessarily complicated and full of bugs that it just demoralizes you from continuing to code.

pelodofonseca
Автор

Lol loved this rant, understood the pain, finally convinced me to switch. Ty.

CalmHive
Автор

nice vid.
btw @9:30 most actors have a property called "hidden in game" which you can set during editor and run times. it does something different the visibility checkbox which is editor only, and btw super handy to work with. you can temporarily hide things while working without worrying that in the package game are invisible.

nandkudasai
Автор

Unreal's new features are already battle tested for 1 year in Fortnite and stuff BEFORE made available to public. Lets just check road maps of both engines, Unity doesn't even have plans for making things like nanite, lumen, etc. What does it promise? Bug free editor and GPU occlusion. Unreal 5.4 on the other hand has mind blowing features, even in the 4th iteration on the engine v5. In Unity we still have to bother with annoying editor bugs. I know many people don't like C++ but if you can't handle just a few pointers in the memory, you should not attempt for game programming in the first place. This business is not something that you can throw a bunch of assets into a blank scene and expect people to empty their pockets to you. Also when the Verse comes things will be a lot different, Unreal will start another new era in game programming

tolgakaranlik
Автор

I agree. Although there are a few use cases where I think unity is the better choice: almost everything 2D and publishing for mobile. But other than that Unreal does a better job at 90% of the stuff

reallate
Автор

In my first attempt, I downloaded the Unreal 5 and watched a bunch of tutorial, I was willing to create a simple hello world application. I thought it would feel like hell after that much time I spent with Unity. But after my first 3-4 hours, I found myself coding the basics of an MMO game with a character running in a scene that I made from Quixel assets with the ability to attack fleeing monsters :D That moment I believed that it may be easier than I thought =) I have my own YouTube channel with more than 100 Unity tutorials and I am no longer using unity other than maintaining my old projects. I would encourage you to do the same, it is not as hard as people fear.

tolgakaranlik
Автор

Visual Studio works just fine with Unreal - the errors you see at 5:35 are from intellisense - just change the dropdown from "Build+Intellisense" to "Build" . Or better still close the error window and just use the output window

mildlyinteresting
Автор

2:55 Oh is that why they have such shitty documentation and broken editor that crashes like there's no tomorrow?

It's a good engine to make prototypes quickly and make games that look good. Designers would love the engine sure. But I try to make something anything remotely out of the box and it's just hellish to program. I'll be really honest, I wish I could code Unity style with the graphics pipeline and module/presets that Unreal provides. But if that ideal engine does not appear, I'll be sticking to Unity. Making my game look good is secondary, and it's not like it matters much for stylized graphics anyway.

manai
Автор

I stick with Unity only bcs I focus mainly on 2D games and I am using it for 5 years now. I have tried only once UE and recommend that for 3D, open world likes games. UE5 have some advantages due to its language (c++), so its better for performance. If I would start again, i would definitely chose UE5.

EnchikO
Автор

I started on unity, went to Unreal and came back to unity. Nowdays I'm having fun with godot on my mobile device( that mobile editor is a crazy thing) just for fun and exploration. I will use whatever tool the project demands, I dont feel like any of the two is clearly better, just have different purpose and usage. TBH i've heared alot about optmization on unreal and yes it peforms way better on high graphics projects but it peforms way worse on low ones. I feel like it overcomplicates simple things, but it is way easier to work with graphics, shaders, post processing and animations. The mixed and the pure c++ workflow are also really messy and dosent feel as practical as writing a simple script and trowing on a game object like unity. Blueprints are great but it gets messy on complex stuff. To avoid some complexity I see devs relying even more on the store than they do on unity what brings alot of final games with reused assets, systems and mechanics that looks exact the same of a AAA game from few years ago. I cant count how many UE indies games I've seen using ark's building system.

davdev