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Yeah, that's the only thing I raised an eyebrow on in this video. I get what he is saying in a sense that it could potentially take longer than when he was younger, but dismissing it fully won't serve him at all. I've barely tried Unreal and Blueprints, but from what I could tell it's quite easy to get into as it's just blocks of code with input and output sockets.
@@bioburden > modern 3d You mean modern AAA? If so yeah, it's not quite there yet. Something like Cassette Beasts though or even a realistic indie fps like Road to Vostok are very much possible already, specially after the 4.0 update.
@@mikaellindberg93 I do agree that from that aspect, it's not so bad. What can be more difficult though are the sheer number of different UE systems that have to be mastered; C++ (if you fancy it), Niagara, Lumen, Nanite, AI & EQS, animation (Control Rig, anim blueprints, montages etc.) It can be a lot. Best to take everything one step at a time and only as you need it.
I used to think that Unity was just a tool that had its issues like any other tool. I had never really taken a close look at competitors like Unreal Engine. What definitely caught my attention the most was the community of developers using Unity. Code was never a problem, as both C# and C++ had always been part of my programming repertoire, so I chose Unity as my working tool. Today, I can say with certainty that a large community does not necessarily mean a solid tool. After starting to use Unreal, I realized how weak and poorly polished Unity is. The vast majority of features now seem unfinished or poorly executed to me. Unreal is an incredibly superior tool. I have access to the source code. I can control every aspect of my game in a granular way. I no longer have to worry about render pipelines. I have at my disposal various complete systems that Unity can't even be used as a comparison for. I don't have as much experience with Unreal as I do with Unity (5 years), but I can say with firmness that Unreal is a better platform. Regarding communities, both have excellent communities. It was a surprise for me to discover that there is a vast universe of people who know a lot about Unreal and are willing to help. As for content, the best Unreal content is located on the engine's own website. It's a bit messy, but there's a lot of incredible stuff. Here on TH-cam, there are fantastic creators who produce a ton of educational content for Unreal. The problem is that for those of us who only use Unity, we get stuck in this bubble of content creators. There is a huge world of people who want to help you improve your knowledge of the engine. Obviously, everything I said is just my personal opinion, and I have no intention of convincing anyone about which engine to choose. I wish you all the success in the world, Thomas. I can't wait to play Twisted Tower.
Yes, the big problem really is that rumors about Unity and Unreal have been around for quite a long time. If someone wants to switch, someone from the other side will quickly come and tell you that the other side isn't as great as it seems. Most such people usually only know one side or at most the other side for a few years, which is no longer true. All the statistics about Unity are no longer up to date. Especially the asset store case. Unreal now has FAB, a merger of the Unreal Asset Store, SketchFab and Quixel Megascans. It will probably take years for people to realize that SketchFab alone far outperforms the Unity AssetStore. I don't even want to start talking about the quality of the software assets. That's just one thing and there are so many other things that are no longer true. C# will always be more pleasant than C++. However, I am a computer scientist and know that programming purely for C++ and C# is a completely different matter than for the Unreal or Unity API.
Yep. I started with Unity too. But over time with all the unfinished and missing features, I switched to Unreal and realized how much more complete it is. Unity definitely has a more widespread net of knowledge and resources, which I miss. As far as tutorials, documentation, and general resources, getting into Unreal the issue was that 99% of everything is blueprint focused which is frustrating. Coding in Unreal is much more DIY despite being more feature complete. You pretty much have to figure out everything the hard way. With Unity, you could do a quick search and find exactly what you wanted for just about anything.
I feel that Unity got worse in that regard in recent years. I feel that they started a revamp of too many systems at once and then couldn't chew all the things they bit. Multiple render pipelines, package manager, dots, multiple network solutions, integrating visual scripting... It made the entire editor and the engine itself unstable. And most of those are still unfinished, years later. I stopped using Unity around 2019, strictly because of how annoying it was to just make all the versions match in package manager. But that said, honestly - Unity 2017 LTS is still very good engine! If not for the stupid licensing mess they made, I wouldn't be against starting new projects in 2017 LTS.
The Unity features are unpolished and/or unfinished and constantly being "worked on," (I am looking at you ML Agents, and Entity Component System). Instead their CEO is unqualified to be running a game engine company dumping money into nonsense and firing the talent to finance his bad decisions. It's just a hot mess and people are staying with Unity because of the sunk cost fallacy and battered spouse syndrome - they have too much time and money invested and leaving their "husband," will cost too much, so they'll tolerate the CEO's abuse and poor management.
If you do want to make 2D on unreal, I will say it has gotten a lot better in 5.1. There is a free plugin called the paperZD plugin that makes it even better because it add a lot of features like animation state machines for 2D Actors.
I mostly write C++ in Unreal. It is way more flexible and powerful. I have to admit that the support for 2d is pretty poor, but overall I feel way more in control with Unreal
I make 2D games in Unreal with C++ Unreal is not the best for it for sure, but I love everything else from Unreal and being a C++ programmer, I can code stuff to make up for the short comings of Unreal 2D. Definitely not for everybody tho.
Yeah, pure 2D is unnecessary challenging. And there's no upside to making a 2D game in Unreal. 2.5D game is a different matter, though. When you can leverage a 3D renderer in your game, Unreal instantly becomes a good contender for project like that.
I only trust open Standards. Open source frameworks and engines. Also use an agnostic development style. Not relying too much on exclusive features. Makes code more portable.
Please, as if you'll actually ever going to use the open source part of the open source software. And even if you did the you'll probably not going to finished your game at all and instead spent your majority of the time fixing bugs. I mean.. Don't you see the godot physics engine?
What you said about visual scripting is so relatable for me. I love coding from scratch and C# is my favourite language as well. Even though visual scripting may be powerful and easy, Writing Coding is just way too fun for me.
I am main C# but use UE. C++ is not that different, although I miss LinQ a lot hahaha' I almost never use blueprints, and you can make anything without using it. To me is harder to understand quickly what the code is doing in blueprints, and even the most simple tasks look big in those visual scripts
One of the biggest reasons why I am sticking with Unity is because of its data oriented technology stack. Once I finish my product, I think I'll give Godot a try. I truly hope that in the future Godot will grow and become as feature-rich as Blender is in the animation industry. Still skeptical though...
Just remember you'll get a lot of hassle from people in the community if you use C# with Godot because of GC, GDScript is really easy to learn and incredibly powerful, and avoids GC.
Unreal 5 has its own ECS system, called Mass. I think it's not as mature as DOTS, but it didn''t take four years to have a 1.0 version. One point that people trying to rationalize this all "I'm stick with Unity" thing don't mention as often as it should be mentioned is that features and bugs in Unreal tend to be production ready and solved a lot faster. I'm not sure why, probably because Epic actually ships games, and they want the critical problems to be solved in order to release Fortnite chapters.
7:50 Ok, now this is a common misconception about Unreal's visual scripting. Although YOU CAN make an entire game by just using blueprints, BUT it's not the way it was designed for, it has limited functionalities. Unreal's blueprints were specifically designed for working ALONG WITH C++, which is the primary language in Unreal Engine. Imagine a use case: You write your framework, structs, function libraries, etc in C++, you are well versed in that language and can work with it in comfort. You have a Designer in your team, who doesn't know a thing in coding with C++, but he/she wants to combine some prototypes with your code, you (developer) can expose all your functions, variables, macros, etc to Blueprints, so that your Designer can do various prototypes, tests and etc in a comfortable for him/her visual scripting environment.
I'm actually learning Unreal and Blueprints (after 18 years of game dev and 12 in Unity) i'm actually loving it! Feels like it's game deving from a new perspective and i like it. It's actually "REALLY" similar to Unity, in general if you know what you're doing, Blueprints are a 1 to 1 application of any concept you're used to in Unity.
me too unreal feels very modern and high quality, so much is done for you! even making controllers!!! while on unity youd build from scratch, i get it it's good to know how to do that but man does it take time, i will say though, this does make me think unity users are way more skilled though lolo more talented in game dev
I don't like blueprints, but they are easy to use and I am fine with doing so except for cases where C++ is the only option. My problem with how UE5 is structured internally is blueprint inheritance is just...I dunno, weird, I don't really have a better word for it. Of course Unity Visual Scripting, Visual Shader Graph etc are exactly the same as well. It just feels so much more convenient to right click on something and click "Go To Definition"
Last decemeber I got really paranoid of Unity going down, so I decided to build out sort of a custom engine using pygame. I've optimized the hell out of it, now it runs well. Now that Unity went down I feel blessed that I thought early. The great thing about making your own engine is, that you design it to your liking, so you never have an issue with what you're working with. If you do, then it is very easy to fix. I love it, never going back.
Well now that I used pygame for half a year, I can make it runs as fast if not faster than godot, but I thought I would switch sometime soon@@mattseaton5832
One of the best things about Unreal Engine now is that players can a tool called Unreal Engine VR Injector(UEVR) to inject VR into the game making it playable in VR. Although you created your own engine so no one is playing your games in VR unless...You make a VR injector for your own engine so players can play your games in VR if they choose to. An engine level VR Injector is great especially by the ones who created it refining it well. I believe it is worth a try and you can build your games with VR in mind even if you don't make it for VR. It is better than nothing. You can try UEVR for yourself and see how cool it is. Type UEVR in google. Plenty of youtube videos on this.
My previous point remains. Sticking with Unity for your existing project makes sense. Continuing to use Unity for future projects after what they've tried to do and with zero leadership changes is the height of foolishness. Next time they pull the rug out from under everyone, there isn't going to be the legal liability of a class action suit. They're going to change their terms moving forward to allow them to make these kinds of updates without there being any recourse other than "Too bad, you shouldn't have used Unity."
The documentation aspect is interesting. I would 100% agree Unity has a larger community, thus problems are pretty easy to solve. That being said, in terms of documentation, I feel Unity and Unreal are pretty comparable. This could be my bias as I’ve worked with many softwares that range from no documentation to highly refined docs, but overall, I get around Unreal documentation just as easily as I did with Unity docs. I’ll also note ‘I’ve used Unity for at least 5 years at this point, and I really started learning Unreal after the pricing announcement. That’s just me though and my most recent experience with Unreal. I did stay away from the engine for a long time because it indeed felt daunting to learn, but I could easily say the Unreal community has grown a lot since then, it will likely continue to grow, and recently learning Unreal has actually been quite pleasant for me. As with anything, there are learning hurdles. Ultimately, the real reason I am going with Unreal is because I want to make a 2.5D game where the only 2D aspect of the game is that you move on two axes instead of all three. Otherwise, everything else will be 3D. As such, Nanite was a key feature that drove my decision above all else as I really don’t want to worry about LODs. That paired with Unreal’s awesome lighting sealed the deal for me
I started with unity. Now my mind screams unity, and boy unity's implementation of c# sinks into my brain like charm while c++ is like the devil in my dreams. So if unity ever screws up again then am screwed too, but no way am letting it go unless it dies
c++ sucks. My professor who teaches that language absolutely hates it and trash talks it often. He's a C# developer and he says that c++ is archaic and behind the times. Honestly, the official c++ libraries have such poor naming conventions that it makes me want to kill myself 😆
I look at c++ code thinking it might be similar c#. Like unity code by example transform.position(vector3.foward bla bla bla. I could read it and perfectly understand even if I did not had any c# experience but c++ was too confusing
I use unreal at work, but the modular nature of it is definitely both a boon and a curse. If you're making a fairly standard game the templates will give you a huge boost, but if like me, most your game ideas are mixing various genres and or switching up some key mechanics, then you may find it easier to take the code from scratch approach which will keep you fully in charge of what's happening in the game. With Unreal I often feel like I'm fighting against the game to do what I want rather than just accepting the mechanics as given.
The developers who has the gap in coding can feel this way,unreal should be used by experts and its games should be developed using native c++.I myself not a fan of modern unreal,i hate its over complicate and tech boasting.I develop a small game engine which i did part totally from scratch,i find it's more easier to use and master my own technology.I can design templates or code the logic from scratch easily because i have full understanding.
Unreal was really amazing for how complete it is, really liked that! But cross platform builds is a mess and expensive, and when it starts processing something... takes ages. For now it's really not viable for me :( I just wish Unity had better management/leadership.
What are you processing that takes so long? The cook and package time can take a while sure, your packaging a game. It takes seconds to open a full project in unreal and compile it.
@@GoldBl4d3 Building for the first time always takes longer. Building and empty project for Android took me more than 6 hours, and when I tried again it failed. For iOS also took some time. I was also messing around with the Matrix Demo Project, and that one to this day still hasn't fully compiled the shaders (or the other background tasks I´m not sure). But I noticed that after first compilation things get quicker. Unity can make builds in around 30min of a complex project, and shader compilation is also super fast in comparison. I imagine with a better PC it might work better, but that's something not possible for now. But if you have any tips on how to make shader compilation/project import faster let me know! I tried to strip just the vehicle physics from the main Matrix Demo Project but when I hit play it just starts processing forever, even tho I would like to keep explore that without having it taking 100GB of my SSD ;_;
All I will say is to hold off making a decision until you have given other options a fair trial. As it stands, you are deciding purely on comfort and not necessarily what is right going forward.
@@thomasbrush I hear you but this is a decision for the future, not for things in flight. All I am saying is take the time to make the best decision for you and your projects.
@@nblackburn Unreal is too bulky out of the box. It's builds are 3 times larger than unity's. Even an empty scene build with unreal produces a very large APK file. Unreal's AR and VR is also not as mature as unity. Unreal is not really good for mobile and that's huge considering the mobile marker is larger than the PC and console market combined. Unreal also has a more rigid architecture. Making niche games are much harder in unreal.
Frankly, this is such a disappointing video to see. Not just to hear that people are still choosing to stick with a tool that still has the knife in their back, ready to pull it out and stab you again at a moments notice. It's also sad to hear things like "John's a good guy." Have we forgotten this is the same man that outright called indie devs idiots if they weren't inherently building their games to have aggressive monetization schemes, or micro-transactions in mind from the ground up. The man is greedy, and it shows not only in how he's turned Unity into a worse tool for developers, but also how he acted with EA in the past. It's all just sad. Also this mindset people have of being scared of learning Unreal, c++, Blueprints, etc when there are so many great courses now confuses me. It's just another tool, that level of intimidation is only going to bite people more when Unity inevitably pulls some stupid nonsense again in the future.
One thing companies have entire pipelines / toolsets set and build on Unity + entire teams trained for Unity. Its a big investment to move to different engine. Plus people are afraid of change. I dropped Unity couple years ago when after SRP failure I felt Unity doesnt have a good technical direction. The recent shenanigans only strenghthen that decision.
I definitely think how easily developers forgive them will impact what they do in the future. If a lot of people still leave they'll think twice about pulling any shenanigans. If most stay and this ends up being profitable then they'll likely push for something worse in the future, because they know if it goes too badly they can just partially walk it back and people will forgive them. Switching away from an engine you like can be scary and not really worth it for some but staying with Unity does seem like building a castle on sand.
The one part he got right is that Unreal could pull the same stunt. Not saying they will, just that they could. It's instances like this why FOSS exists in the first place.
@@SolidSt8DjThe difference is they could try....Unity already tried twice....tough truth to be told Epic rised price for v-bucks. so Fortnite players are milked not game devs.....yet :)
The biggest problem with Godot, is that despite it being a great engine, it’s still behind Unity under many aspects, like the physics engine. If the developers would hurry up with the development of the engine (there’s literally no better moment to implement high quality solutions, that would make Godot a QUALITY competitor to Unity) then I’ll be 1000 times more happy to use Godot than Unity, because Unity IS and WILL BE a corporation, which means that by definition, all the decisions like the one we heard about lately is something that you should get used to. While Godot is a product of many passionate minds, that want to create a masterpiece of software engineering.
I'm sticking with Unity also. Playmaker and Adventure Creator are too things I can't go without at this point. After messing around with UE5 for a couple of weeks and coming back to Unity, I'm amazed at how light Unity is to run on lower tier hardware using URP, which is what I'm targeting.
I changed two weeks ago and in my experience was super easy to change from Playmaker to Blueprint, its basicly the same except how the FMS/Blueprints comunicate with each other. Also UE start up with a lot of plugins and stuff that most people never use and you could turn them off, including Lumen y Nanite that are super overkill usually for an indie dev
Thank you for making this video. Seems like most are reacting purely off of sensibility rather than a careful consideration of the facts. Yours is a businessperson's mindset rather than that of an angered fan.
@@Hepsvljn You could always learn to develop your own engine. Too many people look to open source as the digital utopia. It's like, "One day open source will solve all our problems." But you could be the solution if you chose not to wait around for someone else to bring it.
I'm staying with unity as well. Ever since the entire shenanigan began I've started a little project using godot, but there's just not enough there for me. The documentation and tutorials are lacking, some things are either unintuitive or just straight up don't exist, and while in unity I have a habit of creating a utils function for convenience sake, in godot I practically had to use it, to avoid writing methods to get a child by type on like 40% of my scripts. I thought at least chat gpt could help where these fall short but not only does it not help, when it gives you wrong answer A and then you correct it on something and gives you wrong answer B, if you correct it again it would sometimes give you A again! There's just that little info out there. I've heard a lot about the godot community being great but so is ours! So it isn't really part of the decision.
"John seems like a very nice guy" You spent 45 mins with him in a setting where (for the sake of optics) he'd have to be extra careful and on his best behavior. Hard to judge his character in both that setting and timeframe, dude
I find visual scripting a bit messy. I can totally relate. Going cold turkey on C# is scary and Unreal's implementation of C++ is outright terrifying. After exploring Unreal, Godot and Flax I can say I'm stuck in Unity. At least for the foreseeable future.
After over seven years with Unity, I am done. As a programmer I have can use most any engine and Unity has really been crapping on it's developers for a while. I've given them too much of my money. I'm not the slightest bit interested in Unreal either. Godot is open source and that sounds good to me. I'll give it a shot. Have fun.
Some of the main reasons i am sticking with unity: 1. I am very familar with it 2. got tons of very good assets 3. price structure doesn't affect me (never gonna make > 200k $). And as about Unreal, i hate blueprints and (very) slow compile time of c++.
If the pricing structure affects others in the Unity environment, then it will affect you too. If developers gradually migrate, then Unity will develop less and less and will withdraw further and further from the BB and AAA and Idie game industry and will become more and more of a mobile gam(bl)ing industry.
What happend to the comment where somone pointed out that said Thomas was essentially sponsored since all his course work and livelihood was dependent on Unity?
@@djanon22 This video is not the video of someone who worships unity though?? He clearly sees all of its flaws and seems very on the fence himself. Although I can't speak for all of his other videos, I can tell by watching this one that it's much more informative than persuasive. I think rather that, a lot of people seem to be blinded by their rage at what unity has done and are weirdly obsessive with unreal now. The truth is that for some people, unity is better and for others, unreal is. However, the flaws in unity are apparent--that its much too unpredictable. This video doesn't seem to be skimming over any of that for the sake of preaching his reliance for unity.
@@djanon22 i’m not necessarily defending this guy i literally have never watched his videos before 💀 i’m just saying based off this SINGLE video, he is objectively not unrealistically defending unity. he’s not shitting on the old ceo because it’s different when you’ve met the person to go behind their back to the entire online and shit talk them-it’s common human decency. he also explicitly stated he disliked the ceo at the time’s actions but he thought he was a nice guy when he met him. you’re taking over this fact that since this youtuber has his career surrounding unity means that he’s evil for defending it. he could easily ride the bandwagon and now that everyone hates unity, make only unreal content. look at the facts. he’s not defending unity. he points out its flaws and is clear, objective, and concise. if you can’t see that, i don’t know what to tell ya.
Since you're a teacher, I hope you know your decision affect a lot of people. Your mistakes wouldn't just affect you, but plenty of your students. Good luck.
I'm also a long-time C# user. As I did a bunch of work in XNA, now is the time for me to bounce over to FNA. Good-bye corporate managers I can't trust -- who knows what they'll pull 3 years from now.
Yeah the Google point is a good one too. Coming from Unity I was surprised how hard it often has been to Google answers in Unreal for what I assumed would be simple issues I could find clear solutions to in a few minutes. Instead it took hours or in some cases I just plan gave up.
Exactly. I prefer Unreal, but trying to find solutions to problems is a headache. You could find anything you wanted for Unity. It's actually impressive how much Unity knowledge is out there.
Tough choice. For me, after I finish Hellish Quart, it's either a next mechanics-heavy game in Unity which I can confidently start making right away, or a walking sim in Unreal, which compromises game mechanics on behalf of high end cutscenes and graphics. This is my full-time job, so I can't afford spending 3 years on just learning Unreal, I HAVE TO actually keep releasing games. This is the most evil aspect of Unity's "our TOS says that we can retroactively change it anytime, and in California it's legal". When you are 19 without children, you have all the time in the world to change careers, but when you are pushing 50 with large family to feed... yeah. On the positive side - all the non coding skills (animation, modelling, texturing, storywriting) are engine agnostic, and walking sims are dead simple mechanically, so there's at least one genre we can rely on.
I'm mid project using UNity. There are some consideration I didn't hear mentioned much which is that after release your game might live on for many years, maybe you soft-release into early access, or if not, still you might improve and work on your game for many years after that. I'm making a sandbox RPG type of game, and for me it feels like Unity is more free-form, but you do indeed probably have to buy some assets (to save time) which would be included in Unreal already. Currently making a 16x16 km world using 4 * 4 = 16 terrains with 2048k heightmap. Looks very good, in semi-realistic style. Ok:ish frame rate in URP at 3440x1440 ~80-100 fps using i9 9900K + RTX2080 (but will probably drop, but should be doable to keep 60 fps). Just waiting for that Chris Kahler to complete his NanoTech = nanite for Unity project...
The assets on unreal seem pretty expensive and seems like one is taking a big risk whereas many of them don't have any reviews or have negative ones. So comparing w/ unitys asset store it's easy to see unity has a bit of an edge. Unreal seems to have a variety of assets though. I think the blueprints seem messy and less documented compared to visual coding assets such as playmaker.
‘John R. Is a nice guy’ ‘Mussolini had the trains run on time’ ‘Hitler loved dogs’ And yes I am a hypocrite because for example, on the music making side of things, I own and plan on buying more Behringer stuff, the company that is easily the most hated and predatory in the music hardware business. Why? Because I couldn’t afford Moog as a teenager and even as a pensioner, Mavis aside. So I learned Unity not so much for games but for animation purposes. Because it was ‘free’. But if I were a young man starting a game business I would stay far away from Unity, and probably Unreal, because the temptation to go public is sooooo strong, we all want to be the next Jeff Bezos, and you the dev WILL end up holding the bag as the Saviour of All Gamers welcomes the next John R. Look at Moog: they held off as long as they could, but ended up selling to a giant music business conglomerate. The irony of all this is that Bob Moog basically gave the company to the employees. Who then sold out the employees to make The Big Bucks. Nice Thomas I’ve only watched ten minutes so far so I’ll have to come back to it, as you’ve obviously made some good comparisons and I don’t want to miss these points. Thanks
I understand many long time users of Unity would feel uncomfortable switching to a new engine, as many of them have 10+ years worth of experience using it and have memorized all Unity Scripting Api references.And since they rolled back some of the costs, these devs are sort of ok with sticking with unity.. I understand that, because making a change is not easy, people usually don't wanna make efforts to change what they are accustomed to... However me as a beginner don't really feel like learning unity or supporting them or buying anymore unity courses, I had 3 courses in unity.. Finished about 1 and half of em.. Now I personally don't want to learn it more or buy more unity courses.. I have sort of shifted to learning and using pure C++ to make small 2d games purely using libraries, and the experience is very rewarding, and is making a very solid base to use unreal or any other C++ engine.. and understanding how computers work at the lower levels, pointers might be intimidating at first but once understand them it feels awesome to have so much control over your game/software.
flax engine is a good c# alternative. But many of these engines have more limitations than what Unity can provide at the moment. Unreal on the other hand, has been ok but unless you have a good pc, the engine itself sucks. Godot is good, but complicated.
I think it's important to note that for a lot of people, switching was due to the horrible pricing change, once they rolled it back a bit, switching probably made less sense and people would be happy paying 2.5% revenue share after thresholds are met, not that it's still no a hit to developers, but I want to believe that there are devs out there who would be happy to pay unity a fair share, it was just ridiculous when they first announced it. Having said all of that, it still applies that they're reputation is hurt, and a lot of trust is broken, for those who ARE making the switch to another engine, it's most likely for these reasons, they would probably also be ok with the final pricing model, but just the broken trust is enough for making them switch. For myself, I am a simple hobbyist making little prototypes and just following the fun. Because of this, and because this whole debacle made me realize I knew unity, and unity alone, I ventured into Godot, and really liking it, will probably explore some others, but in the meantime, and for the foreseeable future, I am one of those who won't be using unity even after 10 years of experience with it. I don't usually do these kinds of long comments, but well, this whole unity thing has been interesting and fascinating to follow, just wanted to give my 2 cents
@@sotofpvAny company that has announced they are porting will keep porting. Most devs have said they will not make any games in Unity going forward. But why pay subscriptions, fees, and revenue share, and risk everything, when you can pay and risk nothing if you put in a one-time effort?
I advocate for FOSS, especially software ones with a MIT license - which Godot Engine has. Godot foundation can't stop you from using Godot 3 if they turn heel and do a Unity.
@@gokudomatic That perception should change. Even in 2023 a game was remastered called Sonic Colors: Ultimate. It showcases an older version of the Godot Engine, and 4.x versions are making even more major strides with the 3D side of the engine. The Road to Vostok developer also showcases chunks of his game in Godot 4, highly recommend checking it out.
@@SylvanFeanturi Your comment suggest a fundamental misunderstanding of FOSS. FOSS isn't necessarily about FOSS development teams always being better people or so on. Even in a scenario like this, what FOSS means is that it doesn't directly impact you as a user, and what's more, a different development team can pick it back up and fork it. this has happened numerous times before. Dismissing all of FOSS as "something you can't trust" because of an instance where a FOSS development went awry, is incredibly silly to say the least, and completely misses one of the strengths of FOSS to begin with.
Brackeys has openly said hes learning Godot. Can't help but think this will impact unity in the long term, should he choose to come back and make tutorials for Godot. Twisted tower though its wise to continue with Unity. You can always later release a remake of the same game and re release in unreal. Can't hold off. You got mouths to feed.
I've been using both Unity and Unreal, I have been working with publishers, small indies and lately with triple AAA companies, and I find myself agreeing with your perspective. For me, the biggest issue is porting games, and in that regard, Unity reigns supreme based on my experience. Whenever I've tried to port games using Unreal, it's been a challenging process, and the support on the console forums has been lackluster at best. I've consistently had to allocate twice as much time for porting when working with Unreal. The irony is that the main issue stems from what many Unreal users claim to love: access to the source code. While it may seem like a benefit, it actually complicates the process for the end-user. This is true for other open-source game engines as well. I believe that most people who praise access to the source code have only had to make minor changes. Unless you're an engine developer-in which case you're probably not focused on making games, or if you are, you'd likely prefer to create your own engine-the access to source code doesn't offer much practical advantage. And if you're a solo developer like me, working on a game in your free time, the last thing you want is to deal with these initial long-term distractions that cost you precious time! Regarding the recent model change in Unity, I was honestly quite surprised by the loss of trust it generated within the community. It's important to remember that any company can change its business model or pricing at any time. I never place my trust solely in a company; instead, I evaluate the options and choose what best suits my specific needs. That said, I understand that for many projects, other engines-or even creating a custom engine-might make more sense.
I'm comfortable with both visual scripting and coding, as I have used a similar tool to create web services and enterprise integrations, but after trying unity's visual scripting, I find that it can quickly end up with a confusing mass of nodes just to do simple things that would be done in a few lines of C#.
@@CosplayZine good point, I was just talking about the unity visual scripting. I have playmaker but haven't learned it yet, it could for sure end up being easier and less node heavy from what I've seen of it
Being a noob to programing I found that I like coding in c# better than a visual script. It seems easier to follow than all the spaghetti strings. Also I rely quite a lot on assets. The assets in the Unity Asset store are a lot less expensive from what I noticed.
Coming here after going through the plan for Unity 6 and 7 I've really got to appreciate how much unity has put thought into all of these issues and work them all out in their future versions. Not only that but it has gone even beyond that and streamlined a lot of its work while parallelly preparing the engine for better serving the needs of high end game development as well all while simplifying and unifying the game creation process for all target platforms.
In my experience most of the actually useful documentation for unity is coming from the community in forums and TH-cam while the actual documentation is mostly stating the obvious and not as helpful in general. Even 3rd party assets tend to have much more robust documentation. However regarding templates there are a ton of open projects, not templates but more than enough for getting a jumpstart. I agree though, switching mid development could easily kill a project. Seeing it through and learning alternatives on the side as you are is probably the best and will be doing the same :v
To me he made a video a few months back saying Unreal is a great option than ended it saying it's not a good engine I think. With what's happening knowing that unity still has the ability to change the rules at any times and destroy the indie creators lively hood it's not a safe option in the long term John is a Nice Guy
Facts. Objectively, it's a horrible decision for any dev to stick with Unity. If a dev does it, I'm just gonna assume that the dev is in a bad situation where leaving isn't an option OR the dev got paid big money to stay.
Given Unity is going online only and they have pushed huge numbers of devs away I have to say it seems like a very real possibility that you could be building a game in unity and they will just turn it off if they can no longer afford to run it with the loss in revenue. That would leave you high and dry as a dev with no way to complete any game you are in the middle of at the time. I know you arent talking about godot here but for me it seems this gives devs the most security with their games.
@@BuffaloMuffThe free version of Unity requires you to go online once every 30 days, and you will receive annoying popups every day until you go back online. Before the "walk back", it was always-online with a 3 day grace period.
If you're going to continue studying Unreal in the future, there will be some barriers at the beginning. But in a year or two, if you're thinking about continuing to create the FPS genre, Unity will no longer be your choice. In the FPS game genre, PCs and consoles are the main target points anyway. This is the world of Unreal. Unreal will solve a lot of problems encountered while developing 3D. Especially light, bake, optimization, etc. The Unreal Engine is a perfectly optimized engine for first- and third-person games. Unreal Engine will never let you down when developing this genre.
1. I really don’t get why unreal is not a good option for indie graphics. 2. I will create games, if creating something from scratch is so important for me then I would have made my own engine. Creating games is what matters in the end, how I did it in what process is really Secondary. 3. I think the blueprint is just a node based C#, why should I always write? Why arranging nodes demonized among programmers, is a mystery to me. 4. UE game framework is something that should be encouraged. Bad coding practice should not be given a platform. Unity lacking those frameworks often promote badly designed architecture. Overall, I think you are biased here. I am not surprised since you are accustomed to a certain workflow for so many years. I was also like this two years ago.
I think if you have put a lot of time into an Engine it's quite a task to adjust quickly. I'm sticking to unity as my main project creator and Unreal for small projects just to have an open mind and understanding ready to transition if I get a studio opportunity.
"Here's why I'm picking option X between these two engines from two companies with demonstrably immoral and problematic business practices. I won't discuss other alternatives, those are for a later video"
Just putting this out there as what you've said about Lumen is true but it's not the end of the conversation, Lumen can be an optional runtime setting post build, so you can set it as part of your quality options. You could also target your switch build to disable Lumen completely and not have an option to toggle it on.
My first game engine was actually Unreal and as a beginner I really liked making games in it despite that most of the time Unreal was crashing or freezing when I used blueprints on my potato PC, but the thing that haunted me the most was "Compiling Shaders 55000..."😱(I didn't even have a Graphics Card at the time and number only kept going up, even after getting a GPU i was still tortured) so I wanted to try C++ to program and forget about the looks but there were barely any tutorials at all, after a bit of fumbling around I ended up seeing a "Unreal vs Unity" video and thought about trying Unity, with Brackeys as my first tutorial I enjoyed it, It ran smoothly on my potato so i was happy
While there are both tutorials and paid courses for C++ in Unreal, as best I can tell (been scouting out how to start learning Unreal) you actually just learn C++ itself _if_ you're interested in coding in Unreal, and then between the tutorials here-and-there but most importantly _reading Unreal Engine's source code_ you can do what you want to do. Blueprints are considered not a cheap side thing you can skip but really a core part of using Unreal, so to me it seems like if you intend to _really_ get into coding with C++ there's no easy set of tutorials to learn from real fast like Unity, you have to really commit to it - or just use Blueprint and what little C++ you can pick up, maybe even using your knowledge of Blueprint to make learning C++ easier later
tbh the low end / high end 2d for unity is actually very good. I would put it where unreal high end 3d is in your chart. besides high end 3d is just getting better and better. like the real time global illumination they announced for 2023 is a very high end and good tech for 3d
Often overlooked clarification: Unreal is cheaper for devs who do not earn over $1 million with their game. This is the vast majority of indies. Up to $1 million in revenue, Unreal is free - no double-dipping with subscriptions, no asset store required to make the engine work correctly, just free. The 5% royalty only kicks in starting with the second million in revenue, so, for example, if a game makes a total of $2 million, this averages out to 2.5% in royalties. Only in cases where a game makes well over $1 million can Unreal be more expensive, and even then, this can be offset by custom licensing terms. Note that devs who choose to sell on the Epic Store can bypass the royalty entirely. That aside, great video as always.
Visual scripting is amazing. However I want to warn people who only learn blueprints. Once you decide to start a full production game you'll learn how hard it is to make scalable systems in blueprints. Also If it is your first language you jump into harder stuff with ease. So you lack a basic programming skillset which will hinder you as you try and build bigger games. They're also super messy with more complex systems. However if you started with blueprint and you're fairly confident with them, learning c++ is much easier and things will click at lot easier. At least they did for me. But I also have c# experience so that played a role too. Also once you're confident with a typed language it's so much faster to code IMO
14:20 ish, I was actually able to switch off Lumen mid-project after realizing it was too hardware intensive for a large percentage of players, and I've since created a mobile game. I'd say switching Lumen on and off isn't necessarily as scary as it seems.
To be fair, Unreal could just as easily do the exact same fucking. You're just gambling that they don't, which is what you did when you originally chose Unity. I'll trust that there's more to the story, but that shouldn't be your reasoning.
@@SolidSt8Dj UE5.3 is good enough for my game, so if I stay with UE5.3, I'm fine, the TOS of previous UE versions are done deals. And I do not need to pay $2000+ to get a clean Splash Screen. Again, love the engine, hate the CEO.
I was trying to use Unreal but man... it's so cumbersome. It is surprisingly bad in a large number of ways, too many to even list here. It is powerful, but I just can't stand working in it. It does have some great tools and best of all, lots of high quality free assets, but everything is bogged down by all the terrible things about it. I'm back to godot and loving it, my favorite engine by far.
Sorry, but I'm not sure about Unity is lacking in 3D high-end games just look at Escape from Tarkov, sons of the forest, rust, and many other good games. I can't find these type of quality games in Unreal. so what do you think ?
I used Unity for about 4 years, started game dev again in UE5 recently due to the whole Unity drama and I am so in love it's not even funny Blueprint scripting is fun because you can make your own custom "Blueprint nodes" in C++ if needed and laying all of it out feels even more like an art than conventional programming Don't get me wrong though, C# is easily my favorite programming language and it really does suck, not only not being able to use it, but having to use C++ in general
For me, I love making Unity modular through my own systems of design so I know the backend as well as the front. Unity IS less Modular, but once you learn how to make Unity modular in your OWN way, that's the beauty of it 💖 It's like making your own game engine but with a little help from Unity, it's like making the tools along with the game itself. It's a wonderful experience, and I wouldn't have it any other way.
"He's a nice guy" my ass. People like Riccitiello who actually say and believe the crap he believes aren't actually nice people. Sweeny is....weird, but I don't recall him being a POS (though the recent layoffs don't help). Someone correct me if I'm wrong.
Pro tip, you don't judge a person's character by what they say... you judge a person's character by what they do. A polite villain who stabs you in the back isn't a "nice guy" lol.
Glad that you started learning Unreal, I am certainly switching from Unity to Unreal! It is hard to do that after so many years, but all the decisions Unity made in the last years are terrible and not at all geared to indie devs.
I feel like this is still a pretty biased take. Yeah, there are less Unreal tutorials on TH-cam and support used to be honestly pretty terrible for Unreal, but Epic has recently really built up their UE Online Learning library which wasn't even mentioned. Monthly free assets weren't mentioned, which for a modular programming style is super useful. And yeah, Unreal is made for high end 3D, and for that reason people don't even try to create 2D with it. It used to have really bad support for that as well but with the Paper ZD plugin, which is free in the marketplace, it is much more user friendly. It's bad because most people don't try, and I feel like that should be addressed and maybe even encouraged. As someone who bought your Unity course, I pretty much figured you'd feel this way. Unity is a great engine that has always been friendly for indie devs, which can't be said for Unreal Engine. It took some time to build up its indie dev user base and support, and I feel like that effort has gone unnoticed by Unity users for the most part, which causes Unity devs to stick with Unity. And that causes videos like this to be fairly biased towards Unity. I can see you're trying to be open minded though and step out of your comfort zone and I respect that.
Gotta agree... It's a pleasure to code in C#. I have no interest in coding in C++ or Godot script edit: also dang you're in 2019.4.5? I thought I was bad being in 2020.3.15 lol... I mean I guess it doesn't matter if the newer versions don't add anything beneficial to your workflow or game performance
Blueprints aren't performant and most people I know (AAA devs are the circles I run in) say you can't ship an Unreal game w/o an engineer. BTW, you stopping your Unity at 2019 means you miss out on some things, like the half-assed templates Unity put in. So, there are some frameworks, just not as robust as Unreal. I've been using Unreal since 2000 and Unity since 2006 and when it comes to my own projects, I prefer Unity. I can get things done in it without pulling my hair or having to subvert Unreal's assumptions of how I want something to look or act. The community is great (still) and it just "makes sense" for the type of things I like to create (modular, system-based, object-oriented action games). For work (AAA dev), I think Unreal is better. It supports larger teams and you'll need a team to get things done. Also, the expectations from AAA are different, so Unreal makes sense in that respect. And for all of those lamenting Unreal's 2D, you'd be better off with Unity or ... if you don't care about any other platform than PC, go for GODOT.
Changing the TOS retrospectively was one of the more sinister moves and it's not the first time Unity has tried this. I think this was missed from your point of view. I'm sticking with Unity for my mobile game but will be moving to Gadot.
I've been with Unity for well over 7 years and there is an amazing community backing to it. Back in November 2023, I switched to Unreal, unrelated to the drama. I could not get my very basic XBOX game properly optimized. Unreal has been a massive learning curve and every single time I get somewhere I unwittingly open 100 more doors and get setback another 2 weeks in development time. But I honestly love Unreal despite it's setbacks. Unity is great for the beginning Indie dev and Unreal is when you want to start breaking into the big time. Both engines have value and quite honestly, use what works for you.
I started learning and using unity about 1 year ago I did love this engine and it was nice but after what they did I am feeling it will be better if I just learn unreal I am still young dog in Game dev so moving to new engine will not be issue for me
The real reason sounds like "we invested enough time on unity, and created a gamekit, so it make sense to stick with it", which makes sense. Thanks for sharing your opinions.
All my trust in Unity is gone. I also will change engines. Started to learn Unreal a week ago and it is so much better if you lean toward 3d experiences. I was afraid to change after so many years, but my first impression of Unreal is really good! They also don´t have so many versions you have to keep up to like in Unity.
But do not make yourself too much hyped about Unreal, I was thinking the same the first week of testing, after digging a bit more, you will see there is also a lot of weaks points, everything is not perfect in both engines ! Some stuff I find way easier in Unity than Unreal and vice & versa !
@K3rhos You are right, there is always a trade-off. It depends on what you want to do. Aiming for open-world rpg RPG-influenced games on pc with great gfx makes you depend on many Asset Store products you can't find in Unity itself. That licensing thing they pulled on all of us including the way to do business (ironsource, applovin, ...) is devastating on long-term planning for Asset Developers and Studios (not taking THREE render pipelines into consideration). As it is, I think Asset Store Devs will struggle increasingly - in turn making game development that depends on their updated assets a nightmare ...
14:45 not currently offer *in-engine* ; there are other companies to help ease the process... its merely an issue of open source vs closed source code and console's black boxes which don't allow it into Godot. Hope you have a great day & Safe Travels!
The Unity Dev Community should all vow to buy Unity stock during the $1 Mill no fee threshold period. Buy up a bunch of shares and if unity does something stupid again we just all flash sell the shares and tank the price.
The game "Sons Of The Forest" I'm pretty sure that was made in unity, and those graphics looks kinda insane, but you need a bit better PC for that game, but it's still cool that they managed to do so good looking graphics inside of unity
Most of the stuff you said about Unreal is straight up wrong. Unreal has an asset store: the Unreal Marketplace. Unreal has a large community. Reddit, Unreal Forums, Unreal Source (Discord Server), Unreal Dev Discord, TH-cam. You just didn't dig deep enough. To make a few examples...
Unity is kind of the better choice than unreal, because most devs ignoriering the anti aliasing and just wanna finish as fast possible with the forced taa, which leads for unfinished games...
Why does everyone say that unity documentation is good ??? Its literally one of the most out of date of any program I use, it has images with ui from 2015 in the docs for 2022 like wtf
I just started making a game 1 week ago that I’m planning to finish. I’m using unity still because I’ve used it on and off for the past 12 years and I’m familiar with it.
I get using templates helps, but to me, it takes away your creative mind by just giving you stuff you need to learn how to build in code and maybe graphically. I feel Unity creates more game developers, rather than someone who learns to connect the dots based off someone eles hard work! Just my opinion.
Cue the comments! Love yall. Thanks for watching, enjoy, and good luck on your game dev journey regardless of the engine you choose.
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Hello @thomasbrush other alternatives could be Godot? what do you think?
Unreal is not just Blueprints Tom, C++ is a great language and you can use it exclusively if you want, blueprints are optional.
Good info man 🤘👨🍳👌 thanks
I'm older than you and I'm digging into UE5 and Blueprints. You're never too old. In the tech industry, you always gotta keep learning.
I am 52 yrs old and I left Unity and start Learning Godot
@@MrMayaFx Godot seems great but unfortunately it's missing many tools which I would require for making a modern 3d game.
Yeah, that's the only thing I raised an eyebrow on in this video. I get what he is saying in a sense that it could potentially take longer than when he was younger, but dismissing it fully won't serve him at all. I've barely tried Unreal and Blueprints, but from what I could tell it's quite easy to get into as it's just blocks of code with input and output sockets.
@@bioburden > modern 3d
You mean modern AAA? If so yeah, it's not quite there yet.
Something like Cassette Beasts though or even a realistic indie fps like Road to Vostok are very much possible already, specially after the 4.0 update.
@@mikaellindberg93 I do agree that from that aspect, it's not so bad. What can be more difficult though are the sheer number of different UE systems that have to be mastered; C++ (if you fancy it), Niagara, Lumen, Nanite, AI & EQS, animation (Control Rig, anim blueprints, montages etc.) It can be a lot. Best to take everything one step at a time and only as you need it.
I used to think that Unity was just a tool that had its issues like any other tool. I had never really taken a close look at competitors like Unreal Engine. What definitely caught my attention the most was the community of developers using Unity. Code was never a problem, as both C# and C++ had always been part of my programming repertoire, so I chose Unity as my working tool. Today, I can say with certainty that a large community does not necessarily mean a solid tool. After starting to use Unreal, I realized how weak and poorly polished Unity is. The vast majority of features now seem unfinished or poorly executed to me. Unreal is an incredibly superior tool. I have access to the source code. I can control every aspect of my game in a granular way. I no longer have to worry about render pipelines. I have at my disposal various complete systems that Unity can't even be used as a comparison for. I don't have as much experience with Unreal as I do with Unity (5 years), but I can say with firmness that Unreal is a better platform.
Regarding communities, both have excellent communities. It was a surprise for me to discover that there is a vast universe of people who know a lot about Unreal and are willing to help.
As for content, the best Unreal content is located on the engine's own website. It's a bit messy, but there's a lot of incredible stuff. Here on TH-cam, there are fantastic creators who produce a ton of educational content for Unreal. The problem is that for those of us who only use Unity, we get stuck in this bubble of content creators. There is a huge world of people who want to help you improve your knowledge of the engine.
Obviously, everything I said is just my personal opinion, and I have no intention of convincing anyone about which engine to choose.
I wish you all the success in the world, Thomas. I can't wait to play Twisted Tower.
Yes, the big problem really is that rumors about Unity and Unreal have been around for quite a long time. If someone wants to switch, someone from the other side will quickly come and tell you that the other side isn't as great as it seems. Most such people usually only know one side or at most the other side for a few years, which is no longer true.
All the statistics about Unity are no longer up to date. Especially the asset store case. Unreal now has FAB, a merger of the Unreal Asset Store, SketchFab and Quixel Megascans. It will probably take years for people to realize that SketchFab alone far outperforms the Unity AssetStore. I don't even want to start talking about the quality of the software assets.
That's just one thing and there are so many other things that are no longer true. C# will always be more pleasant than C++. However, I am a computer scientist and know that programming purely for C++ and C# is a completely different matter than for the Unreal or Unity API.
Yep. I started with Unity too. But over time with all the unfinished and missing features, I switched to Unreal and realized how much more complete it is.
Unity definitely has a more widespread net of knowledge and resources, which I miss.
As far as tutorials, documentation, and general resources, getting into Unreal the issue was that 99% of everything is blueprint focused which is frustrating. Coding in Unreal is much more DIY despite being more feature complete. You pretty much have to figure out everything the hard way.
With Unity, you could do a quick search and find exactly what you wanted for just about anything.
I feel that Unity got worse in that regard in recent years. I feel that they started a revamp of too many systems at once and then couldn't chew all the things they bit. Multiple render pipelines, package manager, dots, multiple network solutions, integrating visual scripting... It made the entire editor and the engine itself unstable. And most of those are still unfinished, years later. I stopped using Unity around 2019, strictly because of how annoying it was to just make all the versions match in package manager. But that said, honestly - Unity 2017 LTS is still very good engine! If not for the stupid licensing mess they made, I wouldn't be against starting new projects in 2017 LTS.
The Unity features are unpolished and/or unfinished and constantly being "worked on," (I am looking at you ML Agents, and Entity Component System). Instead their CEO is unqualified to be running a game engine company dumping money into nonsense and firing the talent to finance his bad decisions. It's just a hot mess and people are staying with Unity because of the sunk cost fallacy and battered spouse syndrome - they have too much time and money invested and leaving their "husband," will cost too much, so they'll tolerate the CEO's abuse and poor management.
nice diary
If you do want to make 2D on unreal, I will say it has gotten a lot better in 5.1. There is a free plugin called the paperZD plugin that makes it even better because it add a lot of features like animation state machines for 2D Actors.
It's gotten better, sure, but it is still extremely lacking when compared to game engines such as Godot or Unity.
I'd rather Gadot or Unity still
I heard that paperZD was abandoned tho :(
@@f11bot there's some paid successor of it, but it's like $99.99... so yeah kinda sucks.
@@rayuken1 not bad! At least there are options. Even tho making 2D games in unreal feels super counterproductive imo
I mostly write C++ in Unreal. It is way more flexible and powerful. I have to admit that the support for 2d is pretty poor, but overall I feel way more in control with Unreal
I make 2D games in Unreal with C++
Unreal is not the best for it for sure, but I love everything else from Unreal and being a C++ programmer, I can code stuff to make up for the short comings of Unreal 2D.
Definitely not for everybody tho.
@@RockyMulletGamedev I bet the new animation tools help a lot with 2D games.
C# is pretty powerful in unity as well.
@@d3n4c3 yeah of course, but I love to have access to the source code of the engine. If unity were open source I would consider it
Yeah, pure 2D is unnecessary challenging. And there's no upside to making a 2D game in Unreal. 2.5D game is a different matter, though. When you can leverage a 3D renderer in your game, Unreal instantly becomes a good contender for project like that.
Who should you trust? No one but yourself. We can't trust Unity, and we can't trust Epic Games either.
I only trust open Standards. Open source frameworks and engines.
Also use an agnostic development style. Not relying too much on exclusive features.
Makes code more portable.
Please, as if you'll actually ever going to use the open source part of the open source software. And even if you did the you'll probably not going to finished your game at all and instead spent your majority of the time fixing bugs.
I mean.. Don't you see the godot physics engine?
@@kerduslegend2644no, what's wrong with it?
@@madjunir Trust your DJ! 😂 No one else..
Godot
What you said about visual scripting is so relatable for me. I love coding from scratch and C# is my favourite language as well. Even though visual scripting may be powerful and easy, Writing Coding is just way too fun for me.
Same here, I have a blast coding in c#. No one really understands how enjoyable that can be.
I am main C# but use UE. C++ is not that different, although I miss LinQ a lot hahaha' I almost never use blueprints, and you can make anything without using it. To me is harder to understand quickly what the code is doing in blueprints, and even the most simple tasks look big in those visual scripts
Same here. I'm learning unreal too but I may stick with Unity for now just because I'm more familiar with c#
Same here, I really enjoyed coding new features from scratch in C#, I even started learning C++ when this whole Unity pricing thing started
and no one is stopping you from programming, in UE, I been using UE 20 years and all my work is in C++... which is what the industry uses.....
One of the biggest reasons why I am sticking with Unity is because of its data oriented technology stack. Once I finish my product, I think I'll give Godot a try. I truly hope that in the future Godot will grow and become as feature-rich as Blender is in the animation industry. Still skeptical though...
Im feeling the same way. I wish that D.O.Ts could be exported out of unity and brought over to other platforms.
Same. I'm also learning godot, particulary because it's so lightweight and refreshing, specifically for small projects or 2d games
Just remember you'll get a lot of hassle from people in the community if you use C# with Godot because of GC, GDScript is really easy to learn and incredibly powerful, and avoids GC.
Unreal 5 has its own ECS system, called Mass. I think it's not as mature as DOTS, but it didn''t take four years to have a 1.0 version. One point that people trying to rationalize this all "I'm stick with Unity" thing don't mention as often as it should be mentioned is that features and bugs in Unreal tend to be production ready and solved a lot faster. I'm not sure why, probably because Epic actually ships games, and they want the critical problems to be solved in order to release Fortnite chapters.
Godot needs few more years
7:50 Ok, now this is a common misconception about Unreal's visual scripting. Although YOU CAN make an entire game by just using blueprints, BUT it's not the way it was designed for, it has limited functionalities. Unreal's blueprints were specifically designed for working ALONG WITH C++, which is the primary language in Unreal Engine. Imagine a use case: You write your framework, structs, function libraries, etc in C++, you are well versed in that language and can work with it in comfort. You have a Designer in your team, who doesn't know a thing in coding with C++, but he/she wants to combine some prototypes with your code, you (developer) can expose all your functions, variables, macros, etc to Blueprints, so that your Designer can do various prototypes, tests and etc in a comfortable for him/her visual scripting environment.
I'm actually learning Unreal and Blueprints (after 18 years of game dev and 12 in Unity) i'm actually loving it! Feels like it's game deving from a new perspective and i like it. It's actually "REALLY" similar to Unity, in general if you know what you're doing, Blueprints are a 1 to 1 application of any concept you're used to in Unity.
I actually started Unreal 1 month prior to the whole Unity pricing thing, so my experientations are not related.
me too unreal feels very modern and high quality, so much is done for you! even making controllers!!! while on unity youd build from scratch, i get it it's good to know how to do that but man does it take time, i will say though, this does make me think unity users are way more skilled though lolo more talented in game dev
Do you have any good tutorials that i can follow? I am kind a struggling with the switch from Unity to Unreal. Started my game from scratch ..
I don't like blueprints, but they are easy to use and I am fine with doing so except for cases where C++ is the only option. My problem with how UE5 is structured internally is blueprint inheritance is just...I dunno, weird, I don't really have a better word for it. Of course Unity Visual Scripting, Visual Shader Graph etc are exactly the same as well.
It just feels so much more convenient to right click on something and click "Go To Definition"
Last decemeber I got really paranoid of Unity going down, so I decided to build out sort of a custom engine using pygame. I've optimized the hell out of it, now it runs well. Now that Unity went down I feel blessed that I thought early. The great thing about making your own engine is, that you design it to your liking, so you never have an issue with what you're working with. If you do, then it is very easy to fix. I love it, never going back.
I love this idea, I am also trying to create my own engine
Just use godot man.
Well now that I used pygame for half a year, I can make it runs as fast if not faster than godot, but I thought I would switch sometime soon@@mattseaton5832
One of the best things about Unreal Engine now is that players can a tool called Unreal Engine VR Injector(UEVR) to inject VR into the game making it playable in VR.
Although you created your own engine so no one is playing your games in VR unless...You make a VR injector for your own engine so players can play your games in VR if they choose to.
An engine level VR Injector is great especially by the ones who created it refining it well. I believe it is worth a try and you can build your games with VR in mind even if you don't make it for VR.
It is better than nothing.
You can try UEVR for yourself and see how cool it is. Type UEVR in google. Plenty of youtube videos on this.
th-cam.com/video/4ccaX8Hr1JU/w-d-xo.html
My previous point remains. Sticking with Unity for your existing project makes sense. Continuing to use Unity for future projects after what they've tried to do and with zero leadership changes is the height of foolishness.
Next time they pull the rug out from under everyone, there isn't going to be the legal liability of a class action suit. They're going to change their terms moving forward to allow them to make these kinds of updates without there being any recourse other than "Too bad, you shouldn't have used Unity."
The documentation aspect is interesting. I would 100% agree Unity has a larger community, thus problems are pretty easy to solve. That being said, in terms of documentation, I feel Unity and Unreal are pretty comparable. This could be my bias as I’ve worked with many softwares that range from no documentation to highly refined docs, but overall, I get around Unreal documentation just as easily as I did with Unity docs. I’ll also note ‘I’ve used Unity for at least 5 years at this point, and I really started learning Unreal after the pricing announcement. That’s just me though and my most recent experience with Unreal. I did stay away from the engine for a long time because it indeed felt daunting to learn, but I could easily say the Unreal community has grown a lot since then, it will likely continue to grow, and recently learning Unreal has actually been quite pleasant for me.
As with anything, there are learning hurdles. Ultimately, the real reason I am going with Unreal is because I want to make a 2.5D game where the only 2D aspect of the game is that you move on two axes instead of all three. Otherwise, everything else will be 3D. As such, Nanite was a key feature that drove my decision above all else as I really don’t want to worry about LODs. That paired with Unreal’s awesome lighting sealed the deal for me
"Jon is a nice guy"
To your face. All that says is that he knows how to talk, not that he's actually nice.
He openly said he was only learning Unreal so he could sell another course.
It's no wonder he thought John was a good person.
I started with unity. Now my mind screams unity, and boy unity's implementation of c# sinks into my brain like charm while c++ is like the devil in my dreams. So if unity ever screws up again then am screwed too, but no way am letting it go unless it dies
c++ sucks. My professor who teaches that language absolutely hates it and trash talks it often. He's a C# developer and he says that c++ is archaic and behind the times. Honestly, the official c++ libraries have such poor naming conventions that it makes me want to kill myself 😆
I look at c++ code thinking it might be similar c#. Like unity code by example transform.position(vector3.foward bla bla bla. I could read it and perfectly understand even if I did not had any c# experience but c++ was too confusing
A true developer is not bound to one language. They adapt with time and learn constantly, no matter how old they are.
Correct!
The worst bug is the one that hinders its own development.
I use unreal at work, but the modular nature of it is definitely both a boon and a curse. If you're making a fairly standard game the templates will give you a huge boost, but if like me, most your game ideas are mixing various genres and or switching up some key mechanics, then you may find it easier to take the code from scratch approach which will keep you fully in charge of what's happening in the game. With Unreal I often feel like I'm fighting against the game to do what I want rather than just accepting the mechanics as given.
The developers who has the gap in coding can feel this way,unreal should be used by experts and its games should be developed using native c++.I myself not a fan of modern unreal,i hate its over complicate and tech boasting.I develop a small game engine which i did part totally from scratch,i find it's more easier to use and master my own technology.I can design templates or code the logic from scratch easily because i have full understanding.
Unreal was really amazing for how complete it is, really liked that!
But cross platform builds is a mess and expensive, and when it starts processing something... takes ages.
For now it's really not viable for me :(
I just wish Unity had better management/leadership.
What are you processing that takes so long? The cook and package time can take a while sure, your packaging a game. It takes seconds to open a full project in unreal and compile it.
@@GoldBl4d3 Building for the first time always takes longer. Building and empty project for Android took me more than 6 hours, and when I tried again it failed. For iOS also took some time.
I was also messing around with the Matrix Demo Project, and that one to this day still hasn't fully compiled the shaders (or the other background tasks I´m not sure). But I noticed that after first compilation things get quicker. Unity can make builds in around 30min of a complex project, and shader compilation is also super fast in comparison.
I imagine with a better PC it might work better, but that's something not possible for now. But if you have any tips on how to make shader compilation/project import faster let me know! I tried to strip just the vehicle physics from the main Matrix Demo Project but when I hit play it just starts processing forever, even tho I would like to keep explore that without having it taking 100GB of my SSD ;_;
All I will say is to hold off making a decision until you have given other options a fair trial. As it stands, you are deciding purely on comfort and not necessarily what is right going forward.
Can't hold off. Gotta decide and move forward finishing our FPS. Per the video though, I will continue to learn Unreal.
@@thomasbrush I hear you but this is a decision for the future, not for things in flight. All I am saying is take the time to make the best decision for you and your projects.
@@nblackburn Unreal is too bulky out of the box. It's builds are 3 times larger than unity's. Even an empty scene build with unreal produces a very large APK file. Unreal's AR and VR is also not as mature as unity. Unreal is not really good for mobile and that's huge considering the mobile marker is larger than the PC and console market combined. Unreal also has a more rigid architecture. Making niche games are much harder in unreal.
@@leeoiou7295there are simple ways to make apk and aab files much smaller in unreal. In fact unreal is excellent for mobile
Frankly, this is such a disappointing video to see. Not just to hear that people are still choosing to stick with a tool that still has the knife in their back, ready to pull it out and stab you again at a moments notice. It's also sad to hear things like "John's a good guy." Have we forgotten this is the same man that outright called indie devs idiots if they weren't inherently building their games to have aggressive monetization schemes, or micro-transactions in mind from the ground up. The man is greedy, and it shows not only in how he's turned Unity into a worse tool for developers, but also how he acted with EA in the past. It's all just sad. Also this mindset people have of being scared of learning Unreal, c++, Blueprints, etc when there are so many great courses now confuses me. It's just another tool, that level of intimidation is only going to bite people more when Unity inevitably pulls some stupid nonsense again in the future.
One thing companies have entire pipelines / toolsets set and build on Unity + entire teams trained for Unity. Its a big investment to move to different engine. Plus people are afraid of change. I dropped Unity couple years ago when after SRP failure I felt Unity doesnt have a good technical direction. The recent shenanigans only strenghthen that decision.
My thoughts exactly. The "Boiling of the frog" metaphor is a lie cuz frogs will jump out but human beings aren't quite as smart it seems lol.
I definitely think how easily developers forgive them will impact what they do in the future. If a lot of people still leave they'll think twice about pulling any shenanigans. If most stay and this ends up being profitable then they'll likely push for something worse in the future, because they know if it goes too badly they can just partially walk it back and people will forgive them. Switching away from an engine you like can be scary and not really worth it for some but staying with Unity does seem like building a castle on sand.
The one part he got right is that Unreal could pull the same stunt. Not saying they will, just that they could. It's instances like this why FOSS exists in the first place.
@@SolidSt8DjThe difference is they could try....Unity already tried twice....tough truth to be told Epic rised price for v-bucks. so Fortnite players are milked not game devs.....yet :)
The biggest problem with Godot, is that despite it being a great engine, it’s still behind Unity under many aspects, like the physics engine. If the developers would hurry up with the development of the engine (there’s literally no better moment to implement high quality solutions, that would make Godot a QUALITY competitor to Unity) then I’ll be 1000 times more happy to use Godot than Unity, because Unity IS and WILL BE a corporation, which means that by definition, all the decisions like the one we heard about lately is something that you should get used to. While Godot is a product of many passionate minds, that want to create a masterpiece of software engineering.
I'm sticking with Unity also. Playmaker and Adventure Creator are too things I can't go without at this point. After messing around with UE5 for a couple of weeks and coming back to Unity, I'm amazed at how light Unity is to run on lower tier hardware using URP, which is what I'm targeting.
I changed two weeks ago and in my experience was super easy to change from Playmaker to Blueprint, its basicly the same except how the FMS/Blueprints comunicate with each other.
Also UE start up with a lot of plugins and stuff that most people never use and you could turn them off, including Lumen y Nanite that are super overkill usually for an indie dev
Thank you for making this video. Seems like most are reacting purely off of sensibility rather than a careful consideration of the facts.
Yours is a businessperson's mindset rather than that of an angered fan.
@@Hepsvljn You could always learn to develop your own engine. Too many people look to open source as the digital utopia. It's like, "One day open source will solve all our problems."
But you could be the solution if you chose not to wait around for someone else to bring it.
@@Hepsvljn yup, hope Godot became big as Unity and Unreal. But looking at the stance now, I think many will stick to Unity.
I'm staying with unity as well.
Ever since the entire shenanigan began I've started a little project using godot, but there's just not enough there for me.
The documentation and tutorials are lacking, some things are either unintuitive or just straight up don't exist, and while in unity I have a habit of creating a utils function for convenience sake, in godot I practically had to use it, to avoid writing methods to get a child by type on like 40% of my scripts.
I thought at least chat gpt could help where these fall short but not only does it not help, when it gives you wrong answer A and then you correct it on something and gives you wrong answer B, if you correct it again it would sometimes give you A again! There's just that little info out there.
I've heard a lot about the godot community being great but so is ours! So it isn't really part of the decision.
"John seems like a very nice guy"
You spent 45 mins with him in a setting where (for the sake of optics) he'd have to be extra careful and on his best behavior. Hard to judge his character in both that setting and timeframe, dude
how the hell can ya say the person wanting to gouge players of call of duty by chargeing them money to reload is a good person?
no fuck that.
Because he talked to him for 45 minutes, that's why!!!
I find visual scripting a bit messy. I can totally relate. Going cold turkey on C# is scary and Unreal's implementation of C++ is outright terrifying. After exploring Unreal, Godot and Flax I can say I'm stuck in Unity. At least for the foreseeable future.
Same experience here. I spent 1 week using Godot and 1 week with Unreal, and I can come to the conclusion that Unity feels much more natural.
Playmaker has been the best visual scripting tool I've used and the main reason why I'm sticking with unity.
You just can't find a comparable alternative to Unity right now. It's the perfect bridge between what Godot and Unreal have to offer
After over seven years with Unity, I am done. As a programmer I have can use most any engine and Unity has really been crapping on it's developers for a while. I've given them too much of my money. I'm not the slightest bit interested in Unreal either. Godot is open source and that sounds good to me. I'll give it a shot.
Have fun.
Some of the main reasons i am sticking with unity: 1. I am very familar with it 2. got tons of very good assets 3. price structure doesn't affect me (never gonna make > 200k $).
And as about Unreal, i hate blueprints and (very) slow compile time of c++.
If the pricing structure affects others in the Unity environment, then it will affect you too. If developers gradually migrate, then Unity will develop less and less and will withdraw further and further from the BB and AAA and Idie game industry and will become more and more of a mobile gam(bl)ing industry.
What happend to the comment where somone pointed out that said Thomas was essentially sponsored since all his course work and livelihood was dependent on Unity?
Sponsored means being paid by Unity.
It got deleted/hidden by Thomas, and this one will be next if it gets seen.
@@djanon22 This video is not the video of someone who worships unity though?? He clearly sees all of its flaws and seems very on the fence himself. Although I can't speak for all of his other videos, I can tell by watching this one that it's much more informative than persuasive. I think rather that, a lot of people seem to be blinded by their rage at what unity has done and are weirdly obsessive with unreal now. The truth is that for some people, unity is better and for others, unreal is. However, the flaws in unity are apparent--that its much too unpredictable. This video doesn't seem to be skimming over any of that for the sake of preaching his reliance for unity.
@@djanon22 i’m not necessarily defending this guy i literally have never watched his videos before 💀 i’m just saying based off this SINGLE video, he is objectively not unrealistically defending unity. he’s not shitting on the old ceo because it’s different when you’ve met the person to go behind their back to the entire online and shit talk them-it’s common human decency. he also explicitly stated he disliked the ceo at the time’s actions but he thought he was a nice guy when he met him.
you’re taking over this fact that since this youtuber has his career surrounding unity means that he’s evil for defending it. he could easily ride the bandwagon and now that everyone hates unity, make only unreal content. look at the facts. he’s not defending unity. he points out its flaws and is clear, objective, and concise.
if you can’t see that, i don’t know what to tell ya.
Right decision, Thomas! The main question is "What I can do with the program", not "What the program is capable of".
Since you're a teacher, I hope you know your decision affect a lot of people. Your mistakes wouldn't just affect you, but plenty of your students. Good luck.
I'm also a long-time C# user. As I did a bunch of work in XNA, now is the time for me to bounce over to FNA. Good-bye corporate managers I can't trust -- who knows what they'll pull 3 years from now.
I am going to be learning game development soon and I am making it a personal goal to owe Unity money. I want to owe Unity a lot of money.
A good businessman spends thousands but makes millions.
Brilliant! I wish to owe Unity lots of money !
@@shonmacklin9613 That's the spirit 😁👍
Yeah the Google point is a good one too. Coming from Unity I was surprised how hard it often has been to Google answers in Unreal for what I assumed would be simple issues I could find clear solutions to in a few minutes. Instead it took hours or in some cases I just plan gave up.
Exactly. I prefer Unreal, but trying to find solutions to problems is a headache. You could find anything you wanted for Unity. It's actually impressive how much Unity knowledge is out there.
Tough choice.
For me, after I finish Hellish Quart, it's either a next mechanics-heavy game in Unity which I can confidently start making right away, or a walking sim in Unreal, which compromises game mechanics on behalf of high end cutscenes and graphics.
This is my full-time job, so I can't afford spending 3 years on just learning Unreal, I HAVE TO actually keep releasing games.
This is the most evil aspect of Unity's "our TOS says that we can retroactively change it anytime, and in California it's legal". When you are 19 without children, you have all the time in the world to change careers, but when you are pushing 50 with large family to feed... yeah.
On the positive side - all the non coding skills (animation, modelling, texturing, storywriting) are engine agnostic, and walking sims are dead simple mechanically, so there's at least one genre we can rely on.
UE 5 it's much better and trustable, no comparison possible.
You don't need to use blueprint you can use C++.
I'm mid project using UNity. There are some consideration I didn't hear mentioned much which is that after release your game might live on for many years, maybe you soft-release into early access, or if not, still you might improve and work on your game for many years after that.
I'm making a sandbox RPG type of game, and for me it feels like Unity is more free-form, but you do indeed probably have to buy some assets (to save time) which would be included in Unreal already. Currently making a 16x16 km world using 4 * 4 = 16 terrains with 2048k heightmap. Looks very good, in semi-realistic style. Ok:ish frame rate in URP at 3440x1440 ~80-100 fps using i9 9900K + RTX2080 (but will probably drop, but should be doable to keep 60 fps).
Just waiting for that Chris Kahler to complete his NanoTech = nanite for Unity project...
The assets on unreal seem pretty expensive and seems like one is taking a big risk whereas many of them don't have any reviews or have negative ones. So comparing w/ unitys asset store it's easy to see unity has a bit of an edge. Unreal seems to have a variety of assets though. I think the blueprints seem messy and less documented compared to visual coding assets such as playmaker.
‘John R. Is a nice guy’
‘Mussolini had the trains run on time’
‘Hitler loved dogs’
And yes I am a hypocrite because for example, on the music making side of things, I own and plan on buying more Behringer stuff, the company that is easily the most hated and predatory in the music hardware business. Why? Because I couldn’t afford Moog as a teenager and even as a pensioner, Mavis aside.
So I learned Unity not so much for games but for animation purposes. Because it was ‘free’. But if I were a young man starting a game business I would stay far away from Unity, and probably Unreal, because the temptation to go public is sooooo strong, we all want to be the next Jeff Bezos, and you the dev WILL end up holding the bag as the Saviour of All Gamers welcomes the next John R. Look at Moog: they held off as long as they could, but ended up selling to a giant music business conglomerate. The irony of all this is that Bob Moog basically gave the company to the employees. Who then sold out the employees to make The Big Bucks. Nice
Thomas I’ve only watched ten minutes so far so I’ll have to come back to it, as you’ve obviously made some good comparisons and I don’t want to miss these points. Thanks
I understand many long time users of Unity would feel uncomfortable switching to a new engine, as many of them have 10+ years worth of experience using it and have memorized all Unity Scripting Api references.And since they rolled back some of the costs, these devs are sort of ok with sticking with unity..
I understand that, because making a change is not easy, people usually don't wanna make efforts to change what they are accustomed to...
However me as a beginner don't really feel like learning unity or supporting them or buying anymore unity courses, I had 3 courses in unity.. Finished about 1 and half of em..
Now I personally don't want to learn it more or buy more unity courses..
I have sort of shifted to learning and using pure C++ to make small 2d games purely using libraries, and the experience is very rewarding, and is making a very solid base to use unreal or any other C++ engine.. and understanding how computers work at the lower levels, pointers might be intimidating at first but once understand them it feels awesome to have so much control over your game/software.
flax engine is a good c# alternative. But many of these engines have more limitations than what Unity can provide at the moment. Unreal on the other hand, has been ok but unless you have a good pc, the engine itself sucks. Godot is good, but complicated.
Godot is not complicated. It's the most intuitive of the 3, certainly more so than unreal.
All those videos are kind of funny. First it's "I will switch to unreal/godot" and not even two weeks later titles are "Why I stay with Unity".
Never said I'm switching. Said I'm learning.
I think it's important to note that for a lot of people, switching was due to the horrible pricing change, once they rolled it back a bit, switching probably made less sense and people would be happy paying 2.5% revenue share after thresholds are met, not that it's still no a hit to developers, but I want to believe that there are devs out there who would be happy to pay unity a fair share, it was just ridiculous when they first announced it.
Having said all of that, it still applies that they're reputation is hurt, and a lot of trust is broken, for those who ARE making the switch to another engine, it's most likely for these reasons, they would probably also be ok with the final pricing model, but just the broken trust is enough for making them switch.
For myself, I am a simple hobbyist making little prototypes and just following the fun. Because of this, and because this whole debacle made me realize I knew unity, and unity alone, I ventured into Godot, and really liking it, will probably explore some others, but in the meantime, and for the foreseeable future, I am one of those who won't be using unity even after 10 years of experience with it.
I don't usually do these kinds of long comments, but well, this whole unity thing has been interesting and fascinating to follow, just wanted to give my 2 cents
its all about the views and the course.😂
@@egretfx everyone has their own priorities and handcuffs 🤷
@@sotofpvAny company that has announced they are porting will keep porting. Most devs have said they will not make any games in Unity going forward.
But why pay subscriptions, fees, and revenue share, and risk everything, when you can pay and risk nothing if you put in a one-time effort?
Godot Master Race
I advocate for FOSS, especially software ones with a MIT license - which Godot Engine has. Godot foundation can't stop you from using Godot 3 if they turn heel and do a Unity.
Yeah, but people heard once long ago that Godot is bad at 3d and they think it can only be used for 2d for the rest of eternity.
@@gokudomatic That perception should change. Even in 2023 a game was remastered called Sonic Colors: Ultimate. It showcases an older version of the Godot Engine, and 4.x versions are making even more major strides with the 3D side of the engine. The Road to Vostok developer also showcases chunks of his game in Godot 4, highly recommend checking it out.
After all the mess Rust Foundation made, I don't trust FOSS any more than a corporation.
@@gokudomatic What do you mean "was"? No terrain system, no LOD system, silly imitation of occlusion culling and on top of that broken physics engine.
@@SylvanFeanturi Your comment suggest a fundamental misunderstanding of FOSS. FOSS isn't necessarily about FOSS development teams always being better people or so on. Even in a scenario like this, what FOSS means is that it doesn't directly impact you as a user, and what's more, a different development team can pick it back up and fork it. this has happened numerous times before.
Dismissing all of FOSS as "something you can't trust" because of an instance where a FOSS development went awry, is incredibly silly to say the least, and completely misses one of the strengths of FOSS to begin with.
Brackeys has openly said hes learning Godot. Can't help but think this will impact unity in the long term, should he choose to come back and make tutorials for Godot.
Twisted tower though its wise to continue with Unity. You can always later release a remake of the same game and re release in unreal. Can't hold off. You got mouths to feed.
Unity laid off sykoo as well. Now that unity is the biggest they want to back stab the people who made them great.
I've been using both Unity and Unreal, I have been working with publishers, small indies and lately with triple AAA companies, and I find myself agreeing with your perspective. For me, the biggest issue is porting games, and in that regard, Unity reigns supreme based on my experience. Whenever I've tried to port games using Unreal, it's been a challenging process, and the support on the console forums has been lackluster at best. I've consistently had to allocate twice as much time for porting when working with Unreal.
The irony is that the main issue stems from what many Unreal users claim to love: access to the source code. While it may seem like a benefit, it actually complicates the process for the end-user. This is true for other open-source game engines as well. I believe that most people who praise access to the source code have only had to make minor changes. Unless you're an engine developer-in which case you're probably not focused on making games, or if you are, you'd likely prefer to create your own engine-the access to source code doesn't offer much practical advantage.
And if you're a solo developer like me, working on a game in your free time, the last thing you want is to deal with these initial long-term distractions that cost you precious time!
Regarding the recent model change in Unity, I was honestly quite surprised by the loss of trust it generated within the community. It's important to remember that any company can change its business model or pricing at any time. I never place my trust solely in a company; instead, I evaluate the options and choose what best suits my specific needs. That said, I understand that for many projects, other engines-or even creating a custom engine-might make more sense.
TenCent is the devil of games.. thanks for pointing that out.
I'm comfortable with both visual scripting and coding, as I have used a similar tool to create web services and enterprise integrations, but after trying unity's visual scripting, I find that it can quickly end up with a confusing mass of nodes just to do simple things that would be done in a few lines of C#.
Which visual scripting did you try though? There's an array of them on the market and playmaker is probably the easiest to learn imo.
@@CosplayZine good point, I was just talking about the unity visual scripting. I have playmaker but haven't learned it yet, it could for sure end up being easier and less node heavy from what I've seen of it
Being a noob to programing I found that I like coding in c# better than a visual script. It seems easier to follow than all the spaghetti strings. Also I rely quite a lot on assets. The assets in the Unity Asset store are a lot less expensive from what I noticed.
All I have to say on this is, people are dramatic and easy to hop on hate.
Coming here after going through the plan for Unity 6 and 7 I've really got to appreciate how much unity has put thought into all of these issues and work them all out in their future versions. Not only that but it has gone even beyond that and streamlined a lot of its work while parallelly preparing the engine for better serving the needs of high end game development as well all while simplifying and unifying the game creation process for all target platforms.
In my experience most of the actually useful documentation for unity is coming from the community in forums and TH-cam while the actual documentation is mostly stating the obvious and not as helpful in general. Even 3rd party assets tend to have much more robust documentation. However regarding templates there are a ton of open projects, not templates but more than enough for getting a jumpstart.
I agree though, switching mid development could easily kill a project. Seeing it through and learning alternatives on the side as you are is probably the best and will be doing the same :v
Naive... yes... don't need to justify the fact that, at the moment, unity got you by the balls. It happens. Finish the project and move on.
To me he made a video a few months back saying Unreal is a great option than ended it saying it's not a good engine I think. With what's happening knowing that unity still has the ability to change the rules at any times and destroy the indie creators lively hood it's not a safe option in the long term John is a Nice Guy
To Flax
Facts. Objectively, it's a horrible decision for any dev to stick with Unity. If a dev does it, I'm just gonna assume that the dev is in a bad situation where leaving isn't an option OR the dev got paid big money to stay.
@@milmil5350 on payroll
Lol you’re wrong and you’re just copying public opinion
Given Unity is going online only and they have pushed huge numbers of devs away I have to say it seems like a very real possibility that you could be building a game in unity and they will just turn it off if they can no longer afford to run it with the loss in revenue. That would leave you high and dry as a dev with no way to complete any game you are in the middle of at the time. I know you arent talking about godot here but for me it seems this gives devs the most security with their games.
Care to elaborate on this online only? Never heard anything about that...
You only have to be online once in 30 days
@@BuffaloMuffThe free version of Unity requires you to go online once every 30 days, and you will receive annoying popups every day until you go back online.
Before the "walk back", it was always-online with a 3 day grace period.
If you're going to continue studying Unreal in the future, there will be some barriers at the beginning.
But in a year or two, if you're thinking about continuing to create the FPS genre, Unity will no longer be your choice.
In the FPS game genre, PCs and consoles are the main target points anyway.
This is the world of Unreal.
Unreal will solve a lot of problems encountered while developing 3D. Especially light, bake, optimization, etc.
The Unreal Engine is a perfectly optimized engine for first- and third-person games.
Unreal Engine will never let you down when developing this genre.
He said he was going to learn unreal so he could make a course and nothing more.
I can see why he thought John was a good person.
1. I really don’t get why unreal is not a good option for indie graphics.
2. I will create games, if creating something from scratch is so important for me then I would have made my own engine. Creating games is what matters in the end, how I did it in what process is really Secondary.
3. I think the blueprint is just a node based C#, why should I always write? Why arranging nodes demonized among programmers, is a mystery to me.
4. UE game framework is something that should be encouraged. Bad coding practice should not be given a platform. Unity lacking those frameworks often promote badly designed architecture.
Overall, I think you are biased here. I am not surprised since you are accustomed to a certain workflow for so many years. I was also like this two years ago.
Keep spewing garbage!
I think if you have put a lot of time into an Engine it's quite a task to adjust quickly. I'm sticking to unity as my main project creator and Unreal for small projects just to have an open mind and understanding ready to transition if I get a studio opportunity.
"Here's why I'm picking option X between these two engines from two companies with demonstrably immoral and problematic business practices. I won't discuss other alternatives, those are for a later video"
Just putting this out there as what you've said about Lumen is true but it's not the end of the conversation, Lumen can be an optional runtime setting post build, so you can set it as part of your quality options. You could also target your switch build to disable Lumen completely and not have an option to toggle it on.
My first game engine was actually Unreal and as a beginner I really liked making games in it despite that most of the time Unreal was crashing or freezing when I used blueprints on my potato PC, but the thing that haunted me the most was "Compiling Shaders 55000..."😱(I didn't even have a Graphics Card at the time and number only kept going up, even after getting a GPU i was still tortured) so I wanted to try C++ to program and forget about the looks but there were barely any tutorials at all, after a bit of fumbling around I ended up seeing a "Unreal vs Unity" video and thought about trying Unity, with Brackeys as my first tutorial I enjoyed it, It ran smoothly on my potato so i was happy
While there are both tutorials and paid courses for C++ in Unreal, as best I can tell (been scouting out how to start learning Unreal) you actually just learn C++ itself _if_ you're interested in coding in Unreal, and then between the tutorials here-and-there but most importantly _reading Unreal Engine's source code_ you can do what you want to do. Blueprints are considered not a cheap side thing you can skip but really a core part of using Unreal, so to me it seems like if you intend to _really_ get into coding with C++ there's no easy set of tutorials to learn from real fast like Unity, you have to really commit to it - or just use Blueprint and what little C++ you can pick up, maybe even using your knowledge of Blueprint to make learning C++ easier later
Playmaker is the only reason why im stuck with unity i love that asset way too much. ❤
Sorry to hear that ❤
tbh the low end / high end 2d for unity is actually very good. I would put it where unreal high end 3d is in your chart. besides high end 3d is just getting better and better. like the real time global illumination they announced for 2023 is a very high end and good tech for 3d
Often overlooked clarification: Unreal is cheaper for devs who do not earn over $1 million with their game. This is the vast majority of indies.
Up to $1 million in revenue, Unreal is free - no double-dipping with subscriptions, no asset store required to make the engine work correctly, just free. The 5% royalty only kicks in starting with the second million in revenue, so, for example, if a game makes a total of $2 million, this averages out to 2.5% in royalties. Only in cases where a game makes well over $1 million can Unreal be more expensive, and even then, this can be offset by custom licensing terms. Note that devs who choose to sell on the Epic Store can bypass the royalty entirely.
That aside, great video as always.
Visual scripting is amazing. However I want to warn people who only learn blueprints. Once you decide to start a full production game you'll learn how hard it is to make scalable systems in blueprints. Also If it is your first language you jump into harder stuff with ease. So you lack a basic programming skillset which will hinder you as you try and build bigger games. They're also super messy with more complex systems. However if you started with blueprint and you're fairly confident with them, learning c++ is much easier and things will click at lot easier. At least they did for me. But I also have c# experience so that played a role too. Also once you're confident with a typed language it's so much faster to code IMO
14:20 ish, I was actually able to switch off Lumen mid-project after realizing it was too hardware intensive for a large percentage of players, and I've since created a mobile game. I'd say switching Lumen on and off isn't necessarily as scary as it seems.
Love Unity engine, don't like UE5, but porting our game to UE5, life is hard, so I do not want to get fucked everyday by the tool I'm using.
To be fair, Unreal could just as easily do the exact same fucking.
You're just gambling that they don't, which is what you did when you originally chose Unity.
I'll trust that there's more to the story, but that shouldn't be your reasoning.
@@SolidSt8Dj UE5.3 is good enough for my game, so if I stay with UE5.3, I'm fine, the TOS of previous UE versions are done deals. And I do not need to pay $2000+ to get a clean Splash Screen. Again, love the engine, hate the CEO.
I was trying to use Unreal but man... it's so cumbersome. It is surprisingly bad in a large number of ways, too many to even list here. It is powerful, but I just can't stand working in it. It does have some great tools and best of all, lots of high quality free assets, but everything is bogged down by all the terrible things about it. I'm back to godot and loving it, my favorite engine by far.
Sorry, but I'm not sure about Unity is lacking in 3D high-end games just look at Escape from Tarkov, sons of the forest, rust, and many other good games. I can't find these type of quality games in Unreal. so what do you think ?
On an indie level, I'm looking forward to seeing the video you make about Godot!
I used Unity for about 4 years, started game dev again in UE5 recently due to the whole Unity drama and I am so in love it's not even funny
Blueprint scripting is fun because you can make your own custom "Blueprint nodes" in C++ if needed and laying all of it out feels even more like an art than conventional programming
Don't get me wrong though, C# is easily my favorite programming language and it really does suck, not only not being able to use it, but having to use C++ in general
For me, I love making Unity modular through my own systems of design so I know the backend as well as the front. Unity IS less Modular, but once you learn how to make Unity modular in your OWN way, that's the beauty of it 💖 It's like making your own game engine but with a little help from Unity, it's like making the tools along with the game itself. It's a wonderful experience, and I wouldn't have it any other way.
"He's a nice guy" my ass. People like Riccitiello who actually say and believe the crap he believes aren't actually nice people.
Sweeny is....weird, but I don't recall him being a POS (though the recent layoffs don't help). Someone correct me if I'm wrong.
After a 45 minute convo, he was a nice guy. That's about all I can say lol
Pro tip, you don't judge a person's character by what they say... you judge a person's character by what they do. A polite villain who stabs you in the back isn't a "nice guy" lol.
Glad that you started learning Unreal, I am certainly switching from Unity to Unreal! It is hard to do that after so many years, but all the decisions Unity made in the last years are terrible and not at all geared to indie devs.
I feel like this is still a pretty biased take. Yeah, there are less Unreal tutorials on TH-cam and support used to be honestly pretty terrible for Unreal, but Epic has recently really built up their UE Online Learning library which wasn't even mentioned. Monthly free assets weren't mentioned, which for a modular programming style is super useful.
And yeah, Unreal is made for high end 3D, and for that reason people don't even try to create 2D with it. It used to have really bad support for that as well but with the Paper ZD plugin, which is free in the marketplace, it is much more user friendly. It's bad because most people don't try, and I feel like that should be addressed and maybe even encouraged.
As someone who bought your Unity course, I pretty much figured you'd feel this way. Unity is a great engine that has always been friendly for indie devs, which can't be said for Unreal Engine. It took some time to build up its indie dev user base and support, and I feel like that effort has gone unnoticed by Unity users for the most part, which causes Unity devs to stick with Unity. And that causes videos like this to be fairly biased towards Unity.
I can see you're trying to be open minded though and step out of your comfort zone and I respect that.
Unreal is so much better IMO. The tutorials are also generaly has better quality.
Gotta agree... It's a pleasure to code in C#. I have no interest in coding in C++ or Godot script
edit: also dang you're in 2019.4.5? I thought I was bad being in 2020.3.15 lol... I mean I guess it doesn't matter if the newer versions don't add anything beneficial to your workflow or game performance
Godot has C# but it's implementation is piss poor...
@@GouFPS They're apparently going to work on it to hook all the Unity refugees. It'll be a while, though.
"Why I'm stupid."
Dear Rage repliers: It's a joke.
no i getchu@@MDComix
Blueprints aren't performant and most people I know (AAA devs are the circles I run in) say you can't ship an Unreal game w/o an engineer. BTW, you stopping your Unity at 2019 means you miss out on some things, like the half-assed templates Unity put in. So, there are some frameworks, just not as robust as Unreal. I've been using Unreal since 2000 and Unity since 2006 and when it comes to my own projects, I prefer Unity. I can get things done in it without pulling my hair or having to subvert Unreal's assumptions of how I want something to look or act. The community is great (still) and it just "makes sense" for the type of things I like to create (modular, system-based, object-oriented action games). For work (AAA dev), I think Unreal is better. It supports larger teams and you'll need a team to get things done. Also, the expectations from AAA are different, so Unreal makes sense in that respect. And for all of those lamenting Unreal's 2D, you'd be better off with Unity or ... if you don't care about any other platform than PC, go for GODOT.
Changing the TOS retrospectively was one of the more sinister moves and it's not the first time Unity has tried this. I think this was missed from your point of view.
I'm sticking with Unity for my mobile game but will be moving to Gadot.
The Unity render pipelines is what I found out about today when I tried to make a simple emission material.
I've been with Unity for well over 7 years and there is an amazing community backing to it. Back in November 2023, I switched to Unreal, unrelated to the drama. I could not get my very basic XBOX game properly optimized. Unreal has been a massive learning curve and every single time I get somewhere I unwittingly open 100 more doors and get setback another 2 weeks in development time. But I honestly love Unreal despite it's setbacks. Unity is great for the beginning Indie dev and Unreal is when you want to start breaking into the big time. Both engines have value and quite honestly, use what works for you.
I started learning and using unity about 1 year ago I did love this engine and it was nice but after what they did I am feeling it will be better if I just learn unreal I am still young dog in Game dev so moving to new engine will not be issue for me
The real reason sounds like "we invested enough time on unity, and created a gamekit, so it make sense to stick with it", which makes sense. Thanks for sharing your opinions.
All my trust in Unity is gone. I also will change engines. Started to learn Unreal a week ago and it is so much better if you lean toward 3d experiences. I was afraid to change after so many years, but my first impression of Unreal is really good! They also don´t have so many versions you have to keep up to like in Unity.
But do not make yourself too much hyped about Unreal, I was thinking the same the first week of testing, after digging a bit more, you will see there is also a lot of weaks points, everything is not perfect in both engines !
Some stuff I find way easier in Unity than Unreal and vice & versa !
@K3rhos You are right, there is always a trade-off. It depends on what you want to do. Aiming for open-world rpg RPG-influenced games on pc with great gfx makes you depend on many Asset Store products you can't find in Unity itself. That licensing thing they pulled on all of us including the way to do business (ironsource, applovin, ...) is devastating on long-term planning for Asset Developers and Studios (not taking THREE render pipelines into consideration). As it is, I think Asset Store Devs will struggle increasingly - in turn making game development that depends on their updated assets a nightmare ...
14:45 not currently offer *in-engine* ; there are other companies to help ease the process... its merely an issue of open source vs closed source code and console's black boxes which don't allow it into Godot.
Hope you have a great day & Safe Travels!
Is it too "unreal" to learn both engines? Unity for my 2D games and Unreal for my 3D games? I ask as a noob that is currently learning Unity.
The Unity Dev Community should all vow to buy Unity stock during the $1 Mill no fee threshold period. Buy up a bunch of shares and if unity does something stupid again we just all flash sell the shares and tank the price.
I'm going to be doing the opposite and buy the dips from y'alls panic sells.
The game "Sons Of The Forest" I'm pretty sure that was made in unity, and those graphics looks kinda insane, but you need a bit better PC for that game, but it's still cool that they managed to do so good looking graphics inside of unity
Most of the stuff you said about Unreal is straight up wrong. Unreal has an asset store: the Unreal Marketplace. Unreal has a large community. Reddit, Unreal Forums, Unreal Source (Discord Server), Unreal Dev Discord, TH-cam. You just didn't dig deep enough. To make a few examples...
Unity is kind of the better choice than unreal, because most devs ignoriering the anti aliasing and just wanna finish as fast possible with the forced taa, which leads for unfinished games...
Speaking as someone interested in game dev but without any allegiance to either engine I think this was a fair and balanced summary.
Unity < Unreal
Be smart
Learn Unreal
Just like Thomas
I do Unreal C++, I do Blueprints too, if ur into coding then C++ is ur thing in Unreal
This video aged like macaroni salad in the hot sun.
So you either make a game (Unreal) or make a systems for your game (Unity). This is what I think of when I hear "I love building things from scratch".
Why does everyone say that unity documentation is good ??? Its literally one of the most out of date of any program I use, it has images with ui from 2015 in the docs for 2022 like wtf
well, lumen and nanite is not forced in unreal, if u don't want to use it, so don't use it, while enjoying the rest of the benefits.
I just started making a game 1 week ago that I’m planning to finish. I’m using unity still because I’ve used it on and off for the past 12 years and I’m familiar with it.
Why I'm Sticking With UnReal : Because Im a C++ developer and I enjoyed it
I get using templates helps, but to me, it takes away your creative mind by just giving you stuff you need to learn how to build in code and maybe graphically. I feel Unity creates more game developers, rather than someone who learns to connect the dots based off someone eles hard work! Just my opinion.