I Ported my Unity Game To Unreal THIS is Why

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Over the last few months i've been spending a lot of time on an experiment for my game... that is, the switch engines. I've sank about 3 months into learning unreal again and rebuilding the foundation of my game in that engine, just to see how it compares. and while that may seem like a lot of time to throw at just an experiment my findings have been very interesting!!

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I bet you are really happy with this decision now.

billtwok
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What a fortuitously well-aged video lol. I myself absolutely adored working with Unity (even with all of its half-baked and incomplete features). I much prefer C# over C++ though I'm experienced in both (reflection and runtime code-generation are big tools that I use a A LOT). I definitely prefer the open-ended design of simple GameObjects as containers rather than inheritance trees like Actors n such. And with some experience and discipline you can find a workflow that is just as clean, fast, and powerful using component-only designs. But alas, Unity has finally burned that bridge to the ground and flooded the river it crossed to as to wash away all of the pieces. Unreal here I come. Thanks for the quick recap! It should help get me up to speed with the very basics at least!

jamesclark
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I love architectural freedom and modular nature of Unity. With Unreal it's like building on top of someone's code base, that's not always a bad thing, but it means you have to go with the flow, or fight it around every corner to turn it your way.

dbweb.creative
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I work with both, each has it's upsides. My fav thing in Unity are many language extensions/libraries I can use, unitask, unirx, they are really helpful. Unreal is very strict, I dont really see that much of a difference between actor and gameobjects, its that pawns and characters offer you so many things out of the box, but you could do them yourself as well. It is still hard for me to decide which I prefer really

adamodimattia
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Yeah well in C++ compiling the code and all of that takes a lot of time as well. Blueprints actually makes the process much faster

beebsinsiders
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My bias but I think that Unity for this sort of game would be a better choice. You don't need all the stuff UE has, of course that is your decision as a developer to make, not mine.

pixboi
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This made me want to use unreal.
Very cool!

MithrilRoshi
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To me Unity felt a bit more natural and enabled me to get my ideas into the game a bit easier. In the other hand the built in stuff in UE is amazing.
That aside, the decision is clear now, Unity's masters showed their true colors and while Sweeney is no saint, he is a bit more in touch with the dev community.

hyper_channel
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Yeah, UE is giving way much more out of the box whereas in Unity you have to pay for assets for similar things.
Question: how do you find C++ when compared to c#? As for now, this is the only reason I wasn't using UE because C++ seems to be very unfriendly when compared to C# and Blueprits as you mentioned seems very slow in creation not to mention this spaghetti on screen :)

tomtomkowski
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I have been using Unity for long time, and I did try Unreal Engine litle bit, but blueprint was hard :D

MichoSchmidt
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Great video helps me alot. Will you please share your mining demo project for Unreal Engine so I can learn from it.

MorneBooysen
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Key fact. Unity doesn't make games. Unreal is used by Valve to ship games (including Fornite). Obviously there are many games written in Unity, but there are *many* game centric things that Unreal does out of the box that some unity developers don't understand... Like efficient space-partitioning of mobile objects, or efficient frustrum culling, or streaming terrain, or world partitioning... not to mention the advanced Lumen/Nanite render functionality in UE5.

There are also compromises in Unity because it's design goal is to ship on any platform (including the browser). Like the weird (and buggy) Burst jobs compiler and system. Many subsystems in Unity are also buggy and/or unfinished and the source license is very expensive.

There are certainly some types of games, with custom shaders and/or custom GPU compute that are easier to write in Unity, and C# is often a more comfortable language for small projects, but I also recommend anyone interested in shipping a 3d game spend some time to build something trivial in Unreal before deciding.

davidj
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best 3d game engine: unreal
best 2d game engine: godot

aryantzh
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I have a feeling you could probably build your game in Unity on top of a free asset called "AnyRPG Core".

dbweb.creative
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Ok so basically Unreal helps you a bit with the design of your code, by forcing an already made one that is pretty flexible, I'd say that's a good plus.

astty
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If only Unreal had official C# support.

ToadieBog
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unreal's base class is actually object, but this has basically nothing, actor has all the networking and and is the minimum base you can use in blueprints

ThyTrueNightmare
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I've been producing a MMO RPG in unreal since early 2022. Passing the concept phase with a few proof of work concepts. We should talk maybe mix a few of our ideas together if you are interested in a colab.

InzideEntertainment
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So basiclly unreal is better for high end rpg art design stuff. But unity is better for 2d and gameplay creativity. Well i only care whats best for 500 fps shooter. Where should i go? Whats a dev that aint into the mainstream games but only about performance?

Pe