Work as a game dev for 13 yrs, I use both of them. While they can do almost the same thing, Unity got 2 key advs over UE, they're .NET and UI, while UE is super friendly to the whole team, not just the programmer.
I did the same thing after almost 10 years and I'm not going back to Unity. I'm building a game that requires good quality lighting and Unreal's Lumen makes it so much easier than Unity. On top of that it has some very useful tools out of the box like behavior trees that I really needed. If I had to build a lower budget game I think I'd consider Godot right now, it might be 80% of what Unity is but being open source. idk Unity is in a weird place right not
War dein drift clip mit der Physics simulation aus dem pack gemacht oder hattest du das nur mit scaling von friction usw gemacht? Ich hab das auch probiert für vr aber hab da schwer die richtigen Werte gefunden… Vielleicht tips?
Hey, ich habe das Pack benutzt und dann meine eigenen Drift Physics dazugeschrieben. Ich empfehle beim anfangen vom Drift die Friktion direkt zu reduzieren und dann wenn der Spieler aufhört zu driften die Friction langsam wieder zu erhöhen. Das sorgt dafür das der Spieler die Drifts von Links nach Rechts einfacher kontrollieren kann und weniger oversteered!
I had a course this year that forced me to learn ue through C++ and it was hell. Every second I was coding I was just thinking about how sexy Unity is. I think the blueprint is way more usable though so I understand you sticking to it. Also I'm not a fan of having so many features and feeling force to use their whole actor system. I prefer to create my own systems in unity with only Monobehaviour as a base.
Actor is the equivalent of GameObjects. The are just things that can be spawned in the world. Did you meant Pawns or Characters? Those can contains components (same as Unity) but Characters for example have built-in movements and many features to facilitate your life. Yeah, C++ can be daunthing but Unreal C++ gameplay code is very easy since it's has its own engine types for automatic garbage collection. You don't need to manage the lifetime of your instances. But I get, it's initial learning curve is a bit higher than Unity, give it more time, it's ok to be lost a first. Once you are past that, you will never look back again...
For a project in my bachelor degree I had to make a game with UE5. At first it was complicated to understand certain things but went well. Right after this I was asked to make a VR game and this was the start of my nightmare. I asked my teachers if it was okay to switch on Unity since there is a lack of community for UE (especially in VR section) compares to Unity and I managed to do in 5 days of dev what I have done in Unreal for 4 weeks. So in my opinion, and based on my knowledge I prefer to use Unity. And you what are your thoughts at this point on your project ?
3:25 Retainer Box accepts only one child, same as border, button etc. Honestly I would just use horizontal or vertical box, people usually only use retainer box when they want what is in them to be rendered as a render target first.
Actually I was using unity for 3 years and I switched to Unreal Engine like 2 years ago and I learned it fast so I think its actually easy to switch, like if a 13 year old boy did it you could too
@@klegasstift1768 Sure they mostly took it back, but do you really want to work with a company who thought that would be a good idea in the first place?
troubleshooting in unity is way easier than Unreal and im not talking about fking blueprints im talking about C++ errors. The only thing that kept me sane was using a student version of Rider IDE. After i compiled my shitty game i uninstalled EPIC GAME launcher. And dicided to do 3D Art instead i lost so many braincells.
@@Mr.overload I'm not sure, I'd like to hear how maybe c# differs from the blueprint and c++ workflow. Lots of Unity users are afraid of UE due to c++ and the fear of manual memory management and garbage collection but don't realise unreal does this stuff automatically. Maybe you could talk about how you optimise now compared to before. I use UE primarily but I find myself spending a lot of time optimising. I assume its mostly the same as Unity in that respect though
Enjoyed every second of it. Subscribed! 💛 I wish every Unity user at least could've tried to understand this instead of starting a debate without any knowledge...
no i am a unity developer and i can say its just becoming shit day by day and i already have switched to ue5,but its too overwhelming for me ,can you please say where to start and try and learn ue5
@@litjellyfish meh the c++ part is not that bad, just lack of good tutorials and good documentation. Very hard to find that one specific thing without the information being outdated. But it's doable
@@Lloyd_2001 yeah I guess thaT. from what I heard from friends (I only work in mobile now so unity of proprietary engines) C++ is heavily used in bigger studies AAA that use unreal. But of course that knowledge is not discussed or go open. When it comes to small studios or one man indie it seems more it’s simpler games made by a “semi programmer” that do everything and “code” in Blueprint
@@litjellyfish yeah don't let it stop you from trying unreal. You can get pretty far letting chatgpt explain the code and API, Or just do blueprints only.
I have used both in the beginning i find unity little better to start with so i am Starting my journey as a unity dev but i personally would love to Switch to unreal because i have used it a little and i loved it too
All what you said can be done in Unity for at least a couple of years now. Some even earlier than that. So the thing is, you just didn't know much about Unity. :D
@@keelfly I made an updated video comparing both a year later. The problem is not that i didnt know unity, the problem is that I didnt know UE. So I didnt have much to compare to
@@Mr.overload There's so many systems I have yet to figure out despite looking up several tutorials, even messing around with things on my own. Mostly to do with the character / anim blueprints, actions, all that.
i get headaches every time i have to work with unreal engine 5. its total trash. i cant remember one time i havent pulled my hairs out of anger. unreal is only good when you do something within the built in stuff it provides you. but when you want to implement something from scratch, be it compute shaders, something about shaders, maybe runtime mesh editing etc, a little technical stuff, theres no documentation, nothing, you just have no clue at all. looking from the side of learn from youtube kinda new programmers, its pretty straightforward. blueprints yaay i dont have to write code. but from a low level build my own systems gang, its feels like hell to get things done in ue5.
Unity is better in my exp. Unreal Engine is not made for programmers, its really tooled for artists. Unity has an ease of use for programmers and *Can* get as good graphic fidelity as Unreal. Unreal has a very mature multiplayer framework. However, if you want to be truly useful with Unreal you must understand its C++ counter part.
yeah blueprints ar great but the learning curve of c++ in unreal is hell. No good documentations unlike Unity, no good tutorials unlike Unity and the workflow sucks in my opinion.
@@Lloyd_2001 If you do Unreal in c++ you should definitly switch to Rider. It's 10000x better. Visual Studio is really not designed for unreal even the debugging side there is litteraly 0 upside to sticking to visual in this case (I still use visual for Unity though)
@@Mr.overload Well... Unless you're looking for high-end graphics or are an enterprise, go with Unreal. But otherwise, Godot is a great choice, if you'd ask me. Also, amazing content, enjoy a sub!
Not a very good advice. Better stay with unity. I wouldn't ever waste my time on learning new tools and i would prefer to continue learning what I'm already good with.
But UE5 is terrible for mobile games let alone physics and optimization. You will need a high-end setup to run the shipped games from UE5 which very few people have it. If graphic is what you want, then it's fine. But UE5 is very has that "UE5 look" which always limit the creativity of your game. Wanna make your game unique? Use different engine. Don't believe me? Do some research on what the veterans has to say about this.
About: "Wanna make your game unique? Use different engine" .... that's not right, it always depend on the 3d models, animations and skills of the developer.
Work as a game dev for 13 yrs, I use both of them. While they can do almost the same thing, Unity got 2 key advs over UE, they're .NET and UI, while UE is super friendly to the whole team, not just the programmer.
Couldn't have said it better.
I made the switch, and it isn't that bad. I honestly felt like I moved from a toy to a more professional setup actually.
I feel that
I did the same thing after almost 10 years and I'm not going back to Unity. I'm building a game that requires good quality lighting and Unreal's Lumen makes it so much easier than Unity. On top of that it has some very useful tools out of the box like behavior trees that I really needed.
If I had to build a lower budget game I think I'd consider Godot right now, it might be 80% of what Unity is but being open source. idk Unity is in a weird place right not
Yea absolutley. I will be going back for another game in the future, if its 2D though, since I know the ins and outs of Unity.
War dein drift clip mit der Physics simulation aus dem pack gemacht oder hattest du das nur mit scaling von friction usw gemacht? Ich hab das auch probiert für vr aber hab da schwer die richtigen Werte gefunden… Vielleicht tips?
Liebe Grüße
Hey, ich habe das Pack benutzt und dann meine eigenen Drift Physics dazugeschrieben. Ich empfehle beim anfangen vom Drift die Friktion direkt zu reduzieren und dann wenn der Spieler aufhört zu driften die Friction langsam wieder zu erhöhen. Das sorgt dafür das der Spieler die Drifts von Links nach Rechts einfacher kontrollieren kann und weniger oversteered!
I had a course this year that forced me to learn ue through C++ and it was hell. Every second I was coding I was just thinking about how sexy Unity is. I think the blueprint is way more usable though so I understand you sticking to it. Also I'm not a fan of having so many features and feeling force to use their whole actor system. I prefer to create my own systems in unity with only Monobehaviour as a base.
I totally get you, thats the reason I was debating it a lot before switching
Actor is the equivalent of GameObjects. The are just things that can be spawned in the world. Did you meant Pawns or Characters? Those can contains components (same as Unity) but Characters for example have built-in movements and many features to facilitate your life.
Yeah, C++ can be daunthing but Unreal C++ gameplay code is very easy since it's has its own engine types for automatic garbage collection. You don't need to manage the lifetime of your instances. But I get, it's initial learning curve is a bit higher than Unity, give it more time, it's ok to be lost a first. Once you are past that, you will never look back again...
For a project in my bachelor degree I had to make a game with UE5. At first it was complicated to understand certain things but went well. Right after this I was asked to make a VR game and this was the start of my nightmare. I asked my teachers if it was okay to switch on Unity since there is a lack of community for UE (especially in VR section) compares to Unity and I managed to do in 5 days of dev what I have done in Unreal for 4 weeks.
So in my opinion, and based on my knowledge I prefer to use Unity.
And you what are your thoughts at this point on your project ?
You earned a sub my game dev friend.
Thankss!
@@Mr.overload Also by me im ur 220th sub
@@Xuu-m6j Thanks!! I'll remember you!
So now you finally made a good performing game on steam ? Can you post a link?
The game isnt out, but I'll send a link when I am back at my PC!
From a South African, I appreciate that you included Zuma in your Video😂😂
3:25 Retainer Box accepts only one child, same as border, button etc. Honestly I would just use horizontal or vertical box, people usually only use retainer box when they want what is in them to be rendered as a render target first.
Thanks for the feedback, I'll do that in the next Devlog!
@@Mr.overload np, keep it up!
@@nikolaaa7180 Thanks!
Actually I was using unity for 3 years and I switched to Unreal Engine like 2 years ago and I learned it fast so I think its actually easy to switch, like if a 13 year old boy did it you could too
unity is better for me versus Ue5, the real question is, what will you do with the engine?
What will I do? Not get charged per user install lol
@@theglowpt3 good thing that you don't with unity
@@klegasstift1768 Sure they mostly took it back, but do you really want to work with a company who thought that would be a good idea in the first place?
@@theglowpt3 they never thought it was a good idea. It was obviously a trick that makes their real procing changes seem much more acceptable
@@theglowpt3 You living in the past , poor thing lol.
If they just supported C# in unreal it would be a no-brainer
Totally agree! If they added C#, it’d be a game-changer for a lot of us!
I use UE because I love cpp :D
**Pillar men theme starts to play**
🤨🤨🤨
troubleshooting in unity is way easier than Unreal and im not talking about fking blueprints im talking about C++ errors. The only thing that kept me sane was using a student version of Rider IDE. After i compiled my shitty game i uninstalled EPIC GAME launcher. And dicided to do 3D Art instead i lost so many braincells.
Yea, totally get that. Unity has its benefits...
You earned another sub, nice story :)
Tysm! Anything peticular I should talk about more?
@@Mr.overload I'm not sure, I'd like to hear how maybe c# differs from the blueprint and c++ workflow. Lots of Unity users are afraid of UE due to c++ and the fear of manual memory management and garbage collection but don't realise unreal does this stuff automatically.
Maybe you could talk about how you optimise now compared to before. I use UE primarily but I find myself spending a lot of time optimising. I assume its mostly the same as Unity in that respect though
@@MonsterJuiced Sure, thats a great idea, I'll do that!
Enjoyed every second of it. Subscribed! 💛
I wish every Unity user at least could've tried to understand this instead of starting a debate without any knowledge...
Thanks so much! Yea especially in gamedev I think its important to try new things, totally agree with you!
no i am a unity developer and i can say its just becoming shit day by day and i already have switched to ue5,but its too overwhelming for me ,can you please say where to start and try and learn ue5
Im still using Unity, I know it too well
Yea i totally get that
its the same man..... if you want to make film with an engine well ue5 is better but for games they both the same
I watched the video, then I see it only has 80 subs, wtf? Subbed!
Tysm! Means alot!
you compare C# with Blueprint, why did you as a programmer not go for C++ and instead go for VS that is very different?
because c++ in Unreal Engine is like the ZBrush UI all over again.
@@Lloyd_2001 is it that bad? So how does it differ from standard C++?
( might I put blender and gimp Ui on the comparison? Ok ok blender is improving)
@@litjellyfish meh the c++ part is not that bad, just lack of good tutorials and good documentation. Very hard to find that one specific thing without the information being outdated. But it's doable
@@Lloyd_2001 yeah I guess thaT. from what I heard from friends (I only work in mobile now so unity of proprietary engines) C++ is heavily used in bigger studies AAA that use unreal. But of course that knowledge is not discussed or go open. When it comes to small studios or one man indie it seems more it’s simpler games made by a “semi programmer” that do everything and “code” in Blueprint
@@litjellyfish yeah don't let it stop you from trying unreal. You can get pretty far letting chatgpt explain the code and API, Or just do blueprints only.
its crazy all this devs that have to switch engines because they are almost about to reach the $200.000 threshold and need to switch asap!
I have used both in the beginning i find unity little better to start with so i am Starting my journey as a unity dev but i personally would love to Switch to unreal because i have used it a little and i loved it too
Same here....
Switch to UE5 ASAP
and for completly beginners?
All what you said can be done in Unity for at least a couple of years now. Some even earlier than that. So the thing is, you just didn't know much about Unity. :D
@@keelfly I made an updated video comparing both a year later. The problem is not that i didnt know unity, the problem is that I didnt know UE. So I didnt have much to compare to
I switched almost two years ago. Zero regrets.
Totally agree, except I am missing c# sometimes
I regret everything.
@@Someone-mm3jl How come?
@@Mr.overload There's so many systems I have yet to figure out despite looking up several tutorials, even messing around with things on my own. Mostly to do with the character / anim blueprints, actions, all that.
@@Someone-mm3jl Yea I get that, but I guess its like that with every new engine
Chaos Vehicle works great, not sure why you had to spend money on a plugin...
@@OverJumpRally It is good...but not suitable for what I want tot create
dude. I swear that the first thing I do in Unity is make a multiplayer game
Ahahha I mean its good progess! How is it going?
@@Mr.overload pretty good so far
but i want to switch to unreal engine lol
@@lextyi I mean you can try it out for a month or two and tell us how it went
@@Mr.overload sure! but i won't try it now tho
probably need to wait until summer vocation
@@lextyi sounds good
Subscribed to the german guy :)
it's even more fun without the challenges
Unity still very fine
Absolutely!
the best imho
i get headaches every time i have to work with unreal engine 5. its total trash. i cant remember one time i havent pulled my hairs out of anger.
unreal is only good when you do something within the built in stuff it provides you.
but when you want to implement something from scratch,
be it compute shaders, something about shaders, maybe runtime mesh editing etc, a little technical stuff,
theres no documentation, nothing, you just have no clue at all.
looking from the side of learn from youtube kinda new programmers,
its pretty straightforward. blueprints yaay i dont have to write code.
but from a low level build my own systems gang, its feels like hell to get things done in ue5.
now do it but with 2d
Ehrenmann
Nice channel. Subbed.
Thanks!
Unity is the Boeing of game engines lmao
Good one xD
The fact you spend that much (on one asset) tho💀😂
Also, generell denken die meisten in der Branche, dass unity keine Zukunft hat...? Kann ich ungefähr so verstehen....?
Exakt ja
Does UE5 jas C# ?
No?
Then there is nowhere to switch.
@@JohananStarGiver What, why is there nowhere to switch then? You have C++ in UE5.
Are you italian?
No, I'm actually german :D
Feels like palworld
Not a good options for VR yet
Unreal has got good VR Support though!
@@Mr.overload if you are going PCVR, yes. If you are going native for devices, its a little behind other options.
@@josemartins-game Oh I didn't know, can you explain more?
@@Mr.overload th-cam.com/video/u1sHJraQrN8/w-d-xo.htmlsi=_jl_uzfmMB4r-asO
@josemartins-game I've made a few mobile VR games and not encountered any issues so far. Plus Vulkan supports nanite and lumen for mobile ;)
j'adore votre vidéos mais ils sont tres informatíf
Merci, merci, je suis content d'entendre ça
mais?
I would never choose to use a worse tool
I mean C# is so much better than C++
So I don’t use unreal engine
@@ayemakegame I prefer c# too, nut unreal is a better tool for my purposes
Unity = unbeatable for 2D games. UE5= best for everything else.
Unity is better in my exp.
Unreal Engine is not made for programmers, its really tooled for artists. Unity has an ease of use for programmers and *Can* get as good graphic fidelity as Unreal.
Unreal has a very mature multiplayer framework. However, if you want to be truly useful with Unreal you must understand its C++ counter part.
I agree, I took some time to learn c++ eventually, but from a programming standpoint I like unity much more
you are german huh? me too lol
Yup, absolut
yeah blueprints ar great but the learning curve of c++ in unreal is hell. No good documentations unlike Unity, no good tutorials unlike Unity and the workflow sucks in my opinion.
oh yeah and i HATE fucking visual studio
@@Lloyd_2001 If you do Unreal in c++ you should definitly switch to Rider. It's 10000x better. Visual Studio is really not designed for unreal even the debugging side there is litteraly 0 upside to sticking to visual in this case (I still use visual for Unity though)
@@sneakysunset1765 I know but sadly im broke.
@@Lloyd_2001 mb i forgot it s bot free. I've got it from my uni
Yall just switch to open-source Godot
Depends on your type of game though, right?
2d, Yes! But Godot closed the game in 3d aswell
@@Mr.overload Well... Unless you're looking for high-end graphics or are an enterprise, go with Unreal. But otherwise, Godot is a great choice, if you'd ask me.
Also, amazing content, enjoy a sub!
@@readyplayer2197 Tysm for the info and the sub! I apreciate it!
Not a very good advice. Better stay with unity. I wouldn't ever waste my time on learning new tools and i would prefer to continue learning what I'm already good with.
But UE5 is terrible for mobile games let alone physics and optimization. You will need a high-end setup to run the shipped games from UE5 which very few people have it.
If graphic is what you want, then it's fine. But UE5 is very has that "UE5 look" which always limit the creativity of your game. Wanna make your game unique? Use different engine. Don't believe me? Do some research on what the veterans has to say about this.
About: "Wanna make your game unique? Use different engine" .... that's not right, it always depend on the 3d models, animations and skills of the developer.