Game dev in my head: I'm gonna make a hyper realistic level with amazing movement, combat and an adaptive AI. Game dev in reality: Help I've imported a mesh and crashed my computer
Coming from Unity to Unreal I can certainly see the use of both of them. Unity is a simpler, more logical engine, It certainly lends itself towards mobile production, as Unity Devs push optimisation for CPU only processing. If you're a solo dev wanting to make small mobile/pc/console games, Unity will do it. As others have mentioned physics in Unity is hit and miss and not really reliable without expensive plugins like Rayfire. Which leads to my next gripe with Unity which is Asset Store deprecation. Asset Devs clearly undervalue their releases, sell 10,000 copies then realise another year of upkeep and upgrading, just isn't worth the money. If you're a visual scripter, playmaker will have you banging out games really quickly, and is only limited by available actions, but Jean Fabre will add any missing or useful actions free of charge. Bolt is closer to Unreals Blueprints, but again, is more streamlined and logical. Lastly Multiplayer on Unity is a mess, its the only aspect which is over complicated versus Unreal. Unreal on the other hand is a must for Large scale open world games, even if your a solo dev. Out of the box, I was completely lost when I created a new project, in what Unreal calls an 'Empty' project, only to press play and suddenly a whole bunch of game objects and processes are added to my scene......wait, i haven't added any code yet.....what is spawning all this stuff? I had to follow a fairly lengthy tute just to understand they are all necessary engine components, that magically appear. Though once you understand what is going on, it just means you can hand off a lot of complications to the engine. Nanite has changed the game for open worlds. I was confused to see that Epic had removed tesselation from their shaders, until i realised what nanite was. Theres no need to fake texture depth when you can just make a high poly terrain/static mesh, and wrap a flat texture around it. Seeing worlds come together with 4k Megascans terrains with excellent performance is simply breathtaking. Haven't really played with Lumen yet, though after watching a few tutorials its something i will definitely be incorporating into my finished products. Unreal certainly leverages the power of GPU's and adding raytracing to your game is a check box away. You do see a small amount of deprecation, or just slow releases of new updates on the unreal marketplace, but its far less rampant than the Unity Asset store. When it comes to forums in Unreal, people openly talk about blueprints as almost the dominant programming language in Unreal, where as Unity forums, visual scripting is a dirty word and if you're not a code monkey, GTFO. Lastly, if you're working in a large team, Unreal offers far more solutions for a team to work simultaneously, far better than Unity's cloud based system. Keep in mind, all the things i've mentioned wouldn't be of any use to someone who could get away with Unity. I haven't even touched on workflows like animation i.e Unitys terrible avatar system versus Unreals retargeter, the difference between a prefab and an actor, how global variables are handled, and so many others, needless to say they are chalk and cheese. Only other thing I can say is, pick one and stick with it. Moving from Unity (which i chose a decade ago, due to their more reasonable pricing, since which, Unreal have come to the party on pricing), to Unreal, is massive. Its like speaking english your whole life and suddenly deciding to only speak in chinese. EVERYTHING workflow wise is different, I literally took nothing i learned in Unity through to Unreal. Don't just think of your current project, Think ahead, Will you need the power of unreal in the future? Or will your projects always be smaller/mobile projects? Anything Unity can do, Unreal can do, but not the other way around. Unreal is far harder to learn, but so much more powerful. Pick one, stick with it.
Unity's animation system was surprisingly better than I thought, definitely not better than Unreal, but can do all the same things at a basic level. The workflows from both engines are much different, but the logic you learn from scripting and building games still carries over from engine to engine. If health < 100 then kill player type of thing. On unity it's an if statement, on unreal it's a branch, but it's all the same logic.
@@SamS.7598 It is used for mobile games, most of the asian hack and slash mobile games are unreal. pretty sure Shadow raid is unreal. The system usage is only as heavy as you make it, There are plenty of settings to turn down and optimise for mobile. Unreal can hand off a lot more to the GPU, but you cant be guaranteed a mobile device even has a GPU. It's just Unreal takes 5 steps to do some things that Unity can do in 1, the unity workflow seems streamlined specifically for mobile. Also if your packaging games that are a couple of GB or less having an API like unity which installs on 8gb of space makes more sense than Unreals monster install size of 60gb. My current unreal project folder is over 300gb (4k textures add up quickly) of source files, it WILL package down to around 20gb, but especially if you're using a laptop, space requirements would be considered. As I said theres nothing unity can do that unreal can't, but if you dont need the brute strength on unreal, use unity.
@@dantegreenmountain No use blueprints first so you have the Idea of how things are working I am working in Unreal engine 5 from a month now and i already made a complete map health and damage systems and much more..
Having never used a game engine (though I’m an experienced programmer) I picked Unity initially simply because of the scripting language. I’d used both C++ and C# for application development, and much more C++ historically, but since about 2015 C# has become my main general purpose language of choice. Took about a year for me to feel I knew Unity well enough, and see a few things I didn’t like so much, so I tried Unreal. I realised that despite the initial similarity, I not only had to start almost from square one, I also had to unlearn a lot of habits. It’s just a hobby for me and I’m in my sixties with no big ambition to create realistic 3D worlds or find a job in game development, so Unity suits me though I’m also going to try Godot. Regardless, these game engine thingies blow my mind, and not least because they are free for someone like me.
I think we might just be clones. I’m also in my 60’s with many years on application development but I am more comfortable with C++ so I’m thinking Unreal to play with. And like you, just as a hobby as I released all my open source projects to others. Just leave me alone and let me play
I'm looking to start game development and being in my forties I was thinking I'm too old to start, but seeing you guys talk about this being in your 60's is really motivating. I'm choosing to go with Unreal because there seem to be more positives overall. Also because I want to challenge myself to do something regardless of how hard it may be. (according to everyone I've spoken to Unreal is HARD). Thank you.
Learning and mastering Unreal gives not only access to game development but to a large amount of possibilities, like archviz, VR event design, media industry... maybe u can do your stuff into video rendering or 3D Visualization with Unity, but the real thing is that Unreal Engine has become the standar in these fields. Sorry about my english, nice video thumbs up.
I'd like to add that whatever the game engine you're picking, your game will be good thanks to your game design knowledge/experience and the amount of polish you'll add to your game. A strong mechanic with a great feeling is above the engine choice. Also, you should aim for learning new things, testing and mastering little concepts at a time before going for a full game. I like to think about a complete game as little bricks you put together, and the amount of time and tries you'll put into those bricks will make the difference on the overall experience
Great video! The advantages of each enginge have been nicely highlighted. I would also mention that there are differences in online multiplayer. Unreal has a built-in solution. I would also prefer Unreal for the quality of the asset store. Often the assets are no longer supported in Unity or are not supported by the current render pipelines. In addition, you have to limit yourself to third-party providers for things that are Unreal Built-In. That's not always an advantage. Often these assets are no longer supported by the creator. There are also many assets in Unity, which have great characters or environments, but mostly in limited quantities. So it's harder than not being an artist to find enough assets that go well together. If you want to gain experience in many genres, Unity is the better choice. There isn't a genre that doesn't have a plugin or asset for it. Unreal, on the other hand, has little choice. Especially in the area of RTS, Turnbased, Arcade Racer etc. And the tutorials. Oh well. As a beginner, clearly Unity. There are tons of tutorials for the basics. But when it comes to more specific topics such as AI, it gets pretty thin. There are far fewer Unreal tutorials, but in my opinion they are more in the "Advanced" area. In terms of workflow, I personally find Unity nicer. A lot can be outsourced to a separate script. In this way the creation of a game can become more modular and I can easily integrate many of these scripts into later projects. That saves a lot of time.
I loved the "if you think taking third party assets is cheating, get a life boomer" because that was the entirety of my first time trying to learn game design. I was too prideful to use any premade assets and always wanted mine to be made from scratch by me. then I realized how difficult and uselessly long it takes, all for you to do the same thing you could've done with premade stuff.
Omg i thought the same thing! Im making projects and when i show them off i want people to be like "omg you made all of that!?" And i say yes but then fee bad bc some of the things i used to make the projects so much more real- are assets i couldnt make. So i love making my own so people can see my work and still be astonished bc i made it from scratch
@I don’t know what my pfp is i also want to learn blender and unity, I just pressure myself too much to make good looking models off the bat so then it discourages me to continue when they look like shit. There should be a good mix of using your own content and using other peoples content
In my opinion it's so much easier as a beginner to start of learning visual scripting. You get to learn the basic concepts in a visually friendly environment. Variables functions etc.. without having to worry about proper syntax writing and code structures and once you get the hang of the basics move on to learning a language + syntax
wow thank you , many ppl says oh you have to learn c++ first from scratch then start making game , I know this is not wrong but ya I agree with you learning visually on unreal engine first then dive deeper into c++ might be better for beginner
@@XMaster340 Why **NOT** to use unreal. unity: Create Terrain material. Create Terrain, Create layer, input Textures, paint. unreal: Open Schader Editor. Throw around fucking Spaghetty, riddle around why nothing is working add Constants to every terrain tile, Add material **AT HAND** to terrain tile, Change Materials if you want to mix up unity: 1 minute Unreal: 1 hour per Tile. Create Charakter, import. unity: drop charakter, Humanoid Rig, you fine. unreal: drop Charakter, start to "Assamble" it again, do some extra Feeds, make Raytargeting. unity: 1 minute, unreal, 1 hour. Use an Animation. unity, Humanoid rig, finish Unreal: raytarget every bone in Handwork over hours. yeah, you can use **ONE!** animation. Time: unity: 1 Minute, unreal: 20 Minutes up to 1 hour. Use combinatet Animation, in **A LOT OF CASES NEEDET** unity: Build Layer in animator Controller, use Avatar for example upper body, drop animation, you fine. unreal: import the animation Raytarget the rig copy parts of animation to other animation fit the Animations together Give it e refit Unity: 1 minute Unreal for 1 animation: 30 Miuntes up to 1 hour. *and a counting list .. more ..........*
At this moment. People thinking of using Unity should maybe check the fee per install first before even using it. Unreal though, no worries just go ahead haver fun.
I think this is a case of analyzing what your game needs and what you want from an engine and choosing the one that most effectively suits it. I like the comparison videos because it’s interesting to see how two popular engines stack up, but in reality it probably comes down to the game requirements and which engine has the best tools for the job
I chose Unity when I started and ten years later wished I'd put all that time unto Unreal. You can just do more and faster with Unreal plus the skills gained are more widely applicable across all facets of game development.
Great that you mention the fact that graphics comparison does not care if you're a one man dev.. so true.. you'll almost never get to that level of detail unless you have 24hrs a day to spent on game development.
Unless you pick Unreal, where you can actually learn how to reach that level of detail in just one day... Some people in the game industry need to open their eyes up to how far Unreal is pushing the ease-of-access to former AAA studio levels of graphic fidelity. Now a single developer can make a game world as visually stunning as a full AAA dev team could just a few years ago, it's actually nuts how accessible it has become when you don't have to factor in LOD scaling, environment brushes, massive megascan library, materials, etc.
I have been working with unity for the past 2 years on and off, and I am still at a very basic level. With the recent news surrounding unity's parent company, I am considering switching to unreal
May I suggest Godot? It's a lot easier to use than Unity and Unreal combined and with Godot 4 almost released, a lot of really important features are coming that will put Godot at least on par with Unity when it comes to visual quality.
A great video, thanks. As a senior web developer who knows C# but isn't great at math, I've chosen to go with Unreal as the visual editor looks great, I'll get to finally learn C++ and Unreal just seems more versatile outside of game development specifically.
@@myoozik3011 Hey, unfortunately haven't had a chance yet! Unreal seems to be getting more and more popular recently so I'd probably still go with that. The fact that it's so difficult to choose between the two means you can probably safely choose to learn either and be productive/successful, find a relevant job etc.
@@brad7957 I added the Unity extensions to Visual Studio today and started playing around and I have to say it feels nice not having to learn a new IDE. I don’t know how far VS will take me versus using the Unity IDE but it seems pretty solid. Im sure you have access to VS Pro/Enterprise via msdn sub from work, so I’d check that out first.
Although I do agree that picking C++ and Unreal would benefit because you would learn the hardest thing first, that's exactly it. You're learning the hardest thing first, you will get burnt out within the first few weeks and most likely never make it past a month. If you do make it to a month, you probably learned absolutely nothing.
If you get burned out that easily, then you probably aren't meant for game development. There are so many different things that are more frustrating than learning C++ from scratch when it comes to game development. What's more, is that Unreal's version of C++ is abstracted to the point that it feels more like C# than normal C++. Also, I don't understand why you think someone will learn absolutely nothing within a month.
Disagree entirely. Have been learning C++ for my first language and am both enjoying it and endlessly excited to improve. I would also like to add that, as someone who is learning c++ for my first language, I do not find it near as hard to learn as people make it out to be. That isn't to say that it's easy, as much as it is to say that people who haven't learned yet might overestimate the difficulty. It comes down to the person. If you get discouraged simply from difficulty level then you might not really care as much as you think about the end goal.
On the topic of buying or using other people's assets instead of making your own from scratch: it's not even about finishing a game to turn around and sell (if you're trying to be an indie dev for the fat paychecks, you're going to be sorely disappointed), it's about just finishing the game. If I had a dollar for every project that fell apart because I thought I needed to make the thing from scratch instead of just using what someone else has built and losing all motivation in the project, I could buy a house.
i use both, started with unity, and I love them both, but one thing you missed mentioning in this video, that could be a big factor is physics. Unitys physics system, is pretty low end. where unreal has solid physics, and now has chaos physics. you are quite capable of doing physics stuff in unity, but, its far easier, smoother, and far better quality in unreal. the additional features unreal offers is also a pretty big deal, built in behaviour trees and such. the megascans, the monthly free assets. that stuff adds up quick. BUT in favor of unity, and perhaps not mentioned due to its not completed, is ECS. which is a pain in the ass. but it allows for some pretty amazing code optimization. unreal has lumen and nanite, for the scene performance, but ECS performance, which is designed for code, is nothing to sneeze at. unity is also working on a more in-depth ML agent integration. and a utility AI package.
i've ised Unity on and off for 4 years. recently switched to Unreal, and I git to say Unreal has so much built in, which in unity took me months of asset watching, and buying bundles to get access to. It provides the actual content rather than just the ability to work with content. And thats a huge difference when you jave so mucb already to worry about.
@@Peak_Stone the thing i get, from playing with both engines. is Unity is universal. it gives the user the ability to do pretty much anything. which is great. but Unreal, when u start a project, it just feels like. Unreal wants you to build a game. and has tons of stuff ready for you to accomplish that. not to take away from Unity, its solid. but I think if someone was serious about making a game, that is more polished and dependable. Unreal would get it there, faster and easier
@@littleowlgaming-unity-tutorial Yeah I agree. Unity works, and I prefer the interface, but Unreal just gets stuff done for the enviroment. Like, I had so much problems with trees, and the render pipelines, and grass. Like, I have to find a grass, build the grass system, or research which 3rd party tool will do it for me. In Unreal, I have grass, I can paint grass. I thought I was just painting a green texture, but actual grass showed up. I didn't have to research that. It just happened within 5 minutes of using the landscape tool. I still didin't get around to doing it in Unity, after four years.
@@Peak_Stone one of the things i like. is the built in behaviour tree system and AI components. i personally love AI, and love building AI. which I can do fine in unity,but in unity, its a navmesh agent and you can calculate a path. move agent along the path. that's pretty much the entirety of the unity AI system, now ofcoarse you can script the hell out of it and build some great AI, but in unreal,having a fully integrated AI system just ready to go, is just super convenient.
It’s easy? I’ve tried it multiple times and it’s gibberish to me. I’m coming from Blender, so I thought UE would be simple, but no. Every tutorial I’ve watched are 10ish hours long, and jams so much with little explanation. I am considering trying it again. Any tips to do it right this time around?
I'm coming at Unreal Engine from the film side of things, not the video game side of things. And finding information for what I'm trying to do is always like pulling teeth. I have hired tutors to help and they couldn't, because they were experts at Unreal from a gaming perspective. It really makes me scratch my head as to how anyone figures this stuff out for film to begin with.
I'm curious. I've never heard about people using Unreal for filming purposes. I'm thinking that Unreal is more marketed as a game engine than a filming tool. What would filmmakers need to use it for, exactly?
One well-paced high quality tutorial is better than a hundred bad or fast-paced tutorials. This led me to choose UE5. It is a GIANT leap over UE4 in terms of use, especially with the official tutorials.
How can I test my games live on Android mobile devices in unreal engine 5 ? Unity has such features to preview games live on Android mobile devices through unity connect 5 apk .
You don't have to worry about Garbage Collection with UE's C++ - I mean, of course you won't go crazy with loose data and variables, but as long as you mark as UPROPERTY, you are kind of fine. C++ in UE is almost like C#, since UE's Garbage Collector is very smart and optimized. C++ in UE doesn't even feel like C++, forget all the crazy and weird templating, pointers, etc.
Great Video I am in software development at the moment, but my goal is to become a game developer. Thank you for the detailed description of both unity and unreal engine.
One thing about Unity I don't see mentioned a lot: If you're making a game with their free tier; all your users get their hardware and software information sent to Unity anytime they launch your app. Devs can only disable that with a paid plan. :/ Thus, imo Unreal is better than Unity in terms of user privacy, something many might think the reverse to be true.
How can I test my games live on Android mobile devices in unreal engine 5 ? Unity has such features to preview games live on Android mobile devices through unity connect 5 apk .
Unreal engine actually has it's own garbage collection system if you mark something as a UPROPERTY or UFUNCTION, so you don't have to worry about deleting the pointers after use as Unreal Engine takes care of that for you :)
I started with Dream. Which is basically pure visual code with nothing written so it's a nice start and then I'll get into unity visual code and after that, if necessary I will get into written code
Ik I’m late, but unless I am super mistaken, without written code, even things like movement are super hard/impossible to make so moving to unity will take written lerning
The indy dev support, grants, and cost to use each engine might be worth mentioning. Unreal has better payment structures for developers and a higher sales number before you pay than Unity. Epic also makes a grant available to indy game developers using the Unreal engine, which might help cover dev costs. Unity has their own support structure as well.
Several points. Unity was built in C++, if one uses Unity pro one can code in C++. C++ is built on C as is C sharp, however, c sharp also lies on the net framework which was created for business software and has an automatic garbage collection which means one has no control over when the garbage collector kicks on, one can reduce the length it runs for by using structs and not classes where possible and by switching on the garbage collector when one can where it will not be noticed, but still the garbage collector will still fire off automatically, even when there is very little garbage to clear, this means in a fighting game similar to mortal combat this garbage clearing can happen at a key moment during gameplay and in theory if on a gamepad button press could lose the game, so c sharp is ruled out as a coding language for real-time, reaction sensitive games. C sharp is only easy if you understand the net framework, otherwise one has to spend a fair amout of time understanding what inherits what from the net framework, whereas c++ is all inclusive, all the functions have had to be written in c++ so when reading the code it is considerably easier if one does not have a clear understanding of the net framework. Garbage collection in c++ is also explicit i.e. the programmer has full control over when it occurs, one simply has to destroy everything that one creates. Unity is not easier because of the coding language used it is easier because of the object component system. To move a camera one can throw a script on that camera object and write code to that script to get the camera to do exactly what one wants, even if that means one line of code at a time. One can experiment very easily with code on such a script and hence one can actually learn programming one painful line at a time, but one doesn't have to read a large amount of code to understand what a camera is doing unlike engine such as Torque 3D where the playewr camera had near 500 lin sof code which made getting a camera to do exactly what one wanted it to was impossible for a beginner. Unreal works like a charm if doing FPS, one will have difficulty if not a programmer and one wants to make drastic changes to the player camera and controller. On the otherhand Unity has the worst licensing system going, for example if one works at a company that uses unity pro and one wants to use unity for hobbyist coding one is obliged to subscribe to Unity pro as is anyone else in one's household so if one wants to teach one's kid there will be a problem even if one opts for the student edition. There are loads of problems with the unity eco-system that Unreal does not have a case in point is that Unity seems to spend way more time changing the code base every two years in order to force continued subscription than they do fixing actual features, to such an extent that if one has spent money at the asset store buying plugins to fill a unity shortcoming then one is likely to have to pay an additional 50% for those assets everytime the codebase changes and the plugin has to be rewritten, or one is locked into an earlier version of Unity. If you are a programmer the game should really rule what engine to use, AAA quality game? Use Unreal, mobile game or total beginner or AA qulity with highly customised player camera and controller, use Unity.
I did a project with the Microsoft Hololens like 6 months ago. We started with Unreal and then switched to Unity. Basically VR/AR is completely unusable in Unreal at the moment. Almost all of the documentation is outdated and nothing works anymore. Unity is not much better, but doable and at least there's decent documentation on how to do things. If I were you, I'd put my hopes in Godot. Unfortunately the XR plugin doesn't support the hololens as of right now. But most other devices work amazingly. And the plugin is only in beta.
Good video, I was confused with what to learn, but thanks to this video, I'm gonna try to make my first indie title with unity and then later learn unreal.
Hi, Unity is a great choice to start learning game dev because of the amount of tutorials and ressources available. I spend 3 years learning Unity and I was able to tackle any bugs pretty quickly thanks to TH-cam tutorials, stackOverflow and unity forum. Once I started my first project on Unreal, I really struggle finding ressources and quality tutorials. Also, going to blueprint from C# was not that easy and most of the time I was like "I could do it quicker just by writing code on Unity, wtf am I doing ?!" Good luck on your journey mate, it will be hard (for real), but you will learn so many things along the road !
I have a question for those who have worked with both engines: Unity and Unreal aswell. Based on your experience you‘ve made with both of them, if you had to learn one engine again, which one would it be?
Unity all day, unreal is not beginner friendly. The interface does suck on unreal. Basically unity is fruity loops, and unreal is pro tools. If you know how to use unreal, it can produce better games, in the other hand unity is just far less complex and easier to actually build a game. The reason for this, is that unreal is going down the Ai route with ray tracing, while unity is more like just freestyle friendly and it works. You don't need to know about game design to get unity up and running, unreal user interface is a bish alone to figure out.
I have nearly learned about the existence of these two engines. I recently enrolled in an art school. I took my first video game class session today. There was mention of game engines. I asked the teacher which engine is used, and he said Unity. Then I did Google the two engines during lunch. I noticed there is a tradeoff. Unity is easy to learn, and Unreal has better graphics. I already prefer Unity. I am a beginner in video game design. I have dabbled with designing tabletop games. If I am going to make a game with computers. I also don't get bothered by mediocre graphics. I watched this video right after school. This video dived deeper into the difference between the engines. This makes my like Unity even more. Having more tutorials is really helpful. I never even touched coding. So I can use all the help I can get. This video is full of amazing video game footage. It is incredible! Even the comparisons have both sides be amazing. Maybe the downside of Unity isn't so bad after all. Maybe my personally standards are low. My low end of acceptable graphics are heavily pixilated retro games. What best comes to my mind is the first and second generations of Pokemon games. Maybe that is considered ancient technology or even dinosaur technology. Things are so different today. Pokemon games today look vastly different now due to improved graphics. The high end of my standards would have World of Warcraft and Breath of the Wild. Both games look gorgeous, especially the natural environments. That is the big part of the appeal to be honest. I am a huge sucker for nature. Breath of the Wild even has the nature of Hyrule emphasized on the cover of the game box. The footage of this video goes way beyond what I am used to. My mind is blown once again. I am baffled when people criticize World of Warcraft for having bad graphics. Now I finally see why. There is a whole new level that I wasn't even aware of. The critics must have been spoiled by it. Since I have low standard, Unity has a small price to pay. It's game footage is already above my highest standards. As long as a game has a good aesthetic, it will shine through in both engines. The video does make a good point that graphics won't matter to an indie developer anyway. They can't polish things as well as a big team. So their graphics will be mediocre regardless of which engine they use. The video mentioned another nice perk with Unity. It is better for making 2D games while still having 3D capabilities. I like that. I want my first game project to be 2D. I have a lot of experience with drawing. It is the medium I am most comfortable with. So 2D games are more similar, and that would be easier. 3D looks better, but I don't think I am ready for that. I am barely starting to learn Blender. It is a good program so far, but it has its own huge learning curve. 2D does seem better for lowering the learning curve. I am starting to get into animation. I chose to go for 2D first. I even want to stay away from the virtual puppetry for now. I want to draw animation frame by frame. I hope I can find a computer program that lets me do that. The puppetry is efficient whether it is the 2D or 3D version. I just want to get into that later when I have more experience. It is easy to get overwhelmed. So I better go easy on myself and take things one baby step at a time. Then I can grow to be an even better artist.
Unity has unity remote 5 to preview games directly on mobile without building apk where as Unreal engine 5 has not such features and building apk takes 3-4 hours ! For mobile game development, how can I preview live on Android mobile in unreal engine ?
I'm a software engineer, and even though I've worked several times with c++, I feel way more confortable with c#. So I'm going to start with Unity. Later on, if I feel that Unity doesn't give me all of what I need, I'll jump into Unreal Engine.
I have to agree with Armani. If you start with Unity already expecting to reach a point where you will have to change to Unreal, it will make the change just way more uncomfortable than it would be to just start there
Great comparison and great video as usual! Maybe, as a Mac user yourself (at least in the 7 hour video on the freecodecamp channel) you might consider talking about this: Unity is definitely Mac friendly, while Unreal is not! I'm on M1 mac and I couldn't even start the Unreal editor! So, if you are on a Mac you have no choice...
A friend of mine uses Unreal on a Mac with x86 CPU without problems. The problem is the M1 CPU and that it is not able to handle x86 compatible code. And Unreal is not the only program that won't work on an M1. Apple did the same shit years ago when they changed the architecture from 68000er Power PC CPU's to x86. Many older programs only worked in an emulator with a classic Mac OS installed. Now do the they sam shit again with the change from x86 to their proprietary ARM CPU. Just read the requirements before download. Unreal states "macOS Big Sur, quad-core Intel, 2.5 GHz or faster, 8 GB RAM" - M1 doesn't fit there.
Lots of people say "unity is easier to master", bs. Unreal Engine has an immense library of tutorials, guides, scripts and lots of other things from which you can learn the engine easily and, more importantly, properly over Unity Engine, and also offers blueprint coding, for those who cannot along with C++ either because they cannot code in this language or are not advanced enough to do so. Unity offers a mediocre library of the same categories, except the blueprints thing, and most of the assets (from the store) are rather low at their quality and can be easily recreated with Blender and other 3D rendering-manipulation software with even better quality, detail, texture, etc. I am currently working on my own game via Unreal Engine 5.1. Having the possibility to easily program a grapple hook, jetpack, bullet jumping logic, advanced parkour logics, flying a la AION, easily created first- and third-person views with proper body view, proper button triggering for example faster/slower walking while using mouse wheel, but also holding CTRL + mouse wheel to zoom in/out without interrupting the walk speed, or turning on/off a flashlight with a brief press or holding to toggle it on while releasing to turn it off again, same for maps, arm watches, etc. - these are just a few examples where you are actually programming your stuff in a major comfortable flow, without messing around with half-a**ed tutorial guys from the web, which gave up upon Unity Engine after 1-3 months of usage "because of reasons" and leaving you at the same spot where they left. Oh, and most, if not all, of the things are interchangeable between first-person, third-person and VR-mode, which btw are also mergeable with each other, as you can have all modes in a single game instance (switching between FPS and TPS, while VR mode being usable when plugging in your device, without any relaunching nonsense).
Thanks a LOT for this. It really helped. I've already kind of worked with both when I did some work as a texture designer. But I'm going to go into both movie design and build a game in my free time. But I already know a bit of C# so I kept leaning that direction. And people kept telling me Unity was quicker to go from concept to complete game. But thanks to this I've decided to learn both. Though I'm going to start with Unreal. And when I've got it pretty well understood, I'll work on learning Unity, which again, shouldn't be as hard as Unreal since I already know a few basics of C#. Again thanks for this!
One really important thing to understand about engines and their graphics capabilities, is that for Indie gamedev, graphics fidelity is mostly irrelevant. If you try going ultra-realism, you will quickly understand that time you will have to spend on making those hipoly-hires-pbr assets and setting up all those shaders and post processing will make your project nonviable time wise, id it goes beyond small prototype game. Because instead of making your game you will be making assets year after year. And another thing is that graphical realism gets outdated, but style lives forever. Smartly made texture and proper light setup is the way. People love to say that we achieved photorealism in games, but it all falls apart the moment you go outside irl or start interacting with a "photorealistic" game. lol
And that is where there is a difference between Unreal and Unity. Unreal offers you with the free quixel addon and metahumans easy to use high poly assets. Add to that 5-10 additionally free assets per month., sometimes complete small games. You could for example install Unreal and download the Matrix demo game and change it like you want and use it in your own game. There are people that changed it to let superman fly around and not Keanu Reeves out of Matrix.
@@seanthiar Unity makes monthly giveaways too, free example projects too. And faar more open source projects are available for Unity than Unreal. Quixel isn't as good or as useful as people say it is. Metahuman is a cool concept, until you realize that you still need everything else to fit this level of quality, from custom clothes and custom animations to custom items and environments. Without that it all looks generic and uninspired. So, yeah, as I said, irrelevant.
Not true, this used to be the case because high graphic fidelity used to require so much effort that an entire studio department was needed for such tasks - but now the floor-of-entry is so approachable that a single developer in Unreal 5 can make what a full AAA dev studio were capable of just a few years ago. It is a massive shift in workflow and accessibility. It of course depends on what kind of game you're creating, and how much of the accessible libraries and built-in features can do for you, but in Unreal they can do a damn lot out of the box. nanite for both static meshes and foliage is incredible, mixed with Lumen you don't need to spend more than a single day to create stunning environments.
WOW... EXCELLENT...!!! I thought this was going to be another "Flame war" video about two popular game engines, but you have done a magnificent job of keeping this discussion professional, educational and accurate. The points you bring forth are absolutely spot on. Its my opinion that both engines are phenomenal, but Unreal does some things better than Unity, but on the other hand, Unity is out of this world fantastic. I've tried both and like Unity, simply because I like to code in C# more than I like to code in C++ and I', willing to trade off the visualization performance for ease of use. Listen, if people can't finish a game in Unity, which is easier to use, forget about beginners making games in Unreal... its as simple as that. Great job and I definitely will subscribe and like.
Unreal >>>>>>>>>>> Unity on every front. If nothing else... where is Unity's similar story? A guy with No coding experience at all... Downloads Unreal Engine 4... follows a tutorial on TH-cam. Watches another one to add the score/end of game etc... and a couple on texturing and lights. And created a game that was #1 on the Apple store for months. And at the end of those months... he still hadn't ever written a line of code. There are professionals who have taken every single command and node in Unreal and created tutorials for them, what they are and how they work, and when and how they are used, with examples you can follow to see how they work in your own copy of the engine. For literally every single thing. Unreal results in Superior Graphics while drawing less from your CPU and GPU, with superior memory management and infinitely more reliability overall. And it is vastly EASIER TO LEARN than Unity.
Good stuff big 🐕, agree with what you said. I'm just starting to learn Unreal myself after doing a mobile game in Unity. I just wasn't super impressed by Unity I guess and was constantly stuck on even the most simple of things. A big part of that was I was simply a noob though. But I figured I'd give Unreal a shot. I much prefer C# over C++ though, considering I'm a .NET developer professionally for 14 years and I only had one C++ class in college 17 years ago lol. Also I dunno if it's just me, but I can often tell if a game is Unreal just by the look and feel of it. Just like the motion of the camera moving around combined with the motion blur, I think I'd guess right a majority of the time. Certainly not 100% but a majority i think.
As a Intermediate Web Developer, i might go to a high school with CS and they teach c++ there, i believe that as a past gamer who is escaping the matrix, i understand what makes a game addictive, I understand the need to optimise games to run on bad hardware to get everyone addicted so i will go learn unreal engine but this in 1-2 years. By then, I will finish learning all that front-end stuff, JS, nodeJS, React, etc. Unreal Engine and C++ is the best option don't waste your time with unity and c#, if u learn unreal and c++, unity and c# then becomes easy
Whenever videos like this show up I have to think about the comments some guy posted a few years ago. The person made a "remake" of a old turn based 2d board game. Not to sound rude or anything, but the gameplay of the game is very simple and could even be made in a desktop or web UI framework, doesn't even need a game engine for that kind of game. Anyways, in one of the videos he said it takes so long to remake the game because he makes it own engine just for this game. I was just curious and asked why he makes his own engine for this game and doesn't use a game engine like Unity or at least a UI framework, it's totaly fine to make a own engine as a hobby, I just wanted to know his reasons. Then the fun started. He started to insult me and tried to explain how everyone who uses a game engine or a UI framework is not a real programmer and that a game company would never hire a guy who uses a engine. I played along for a bit and showed him that even big AAA studios use Unreal Engine and asked why wouldn't they hire someone who used Unreal Engine before if they use it for their own games. He then admitted that AAA studios use engines, but he continued to say that they will not hire anyone who uses them for their hobby, because they will only hire people who "prove" that they actually know how to code and according to him the only way to prove a AAA studio that you can code is by making your own game in your own game engine without any frameworks. At that point I already knew that there is no hope for the guy anymore but I still continued and started to ask questions about this own engine and ask him which language he used to develop the the engine. But not even a normal programming language was good enough for this guy, he explained that he uses a "custom language based on C, which is compiled with his own compiler". Im not sure if the guy was trolling or serious, but I stopped to comment after that. Thanks for reading.
See, you're only a real programmer if you create your own custom language from a design of silicon transistors that you configured yourself, mined and forged by tools that you dug out of the ground and created with your bare hands. /s
The only advantage of unreal engine is The nanite/nanite foliage and Lumen since those improve so much perfect wether you're putting so much detail on your models will never lag and lumen Is just global illumination which makes lighting more realistic
I started out, and have been using Unity for the last 8 years, because I have a lot of C# experience, so coding is pretty easy in Unity. But the strategic direction of Unity is rather confused of late. Upon opening a project we currently have a choice of three different render pipelines. - S, well, I guess choose the best being HDRP, but then most of your assets do not render and it requires too much configuration to correct and get going again. Plus lot of Unity stuff features just remain in Beta. So I have been looking acrosss at Unreal 5.1. for alternative. Unreal seems to look great, straight out of the box, without confusing the user with render pipeline setup etc. I am not sure that I will be as productive in using Blueprints compared to knocking out C# scripts. One residual advantage of Unity, is that it supports Browser WebGL for simple games, and wide deployment. Unreal does not offer native support for WebGL anymore, and seems to assume its games targets are high end PC/ Consoles.
They should really show how many people disliked this video. Game development is based on self preferences. It doesn't matter if you pick Unity or Unreal, if your idea is crappy it will be crappy across the broad range of game engines. I hate it when some developer just has a stupid opinion about something and try to make it sound like a rule of thumb.
This video has no dislikes... all likes... And no, you're wrong. You need to pick a good game engine to create a good game. You can be the best driver in the world but if you're driving a bad car it will make no difference. So no, it's not just an opinion or preference, it's the truth which people like you don't want to accept.
You completely missed the mobile aspect which Unity dominates. It is much easier to get started and spit out a game for all platforms with Unity than Unreal. At least I think so. Wish there was a vid that compared the two.
I don't know where this myth that unreal cannot export your game to other platforms come from. It has iOS Android macos windows linux PS4/ps5 Xbox one/series X and the Switch out of the box.
13:25 - just be careful of those positions, sometimes they'll have something written in contract like: while you're working under them, anything you create at a spare time will be theirs or something similar.
With UE5 having Nanite, Meta Human, Lighting, Free Scan 3D Models, it's just shaming Unity which with Dots destroyed some great tools such as BOLT 2 which was coming. If unity doesn't have a Nanite replacement it's extremely bad, also UE4/UE5 has a better organization of the system, Unity I would say switch some of your 3D assets to UE4/UE5 to salvage your assets
A game dev who utilizes assets will always beat a game dev who starts from scratch and has 100 years of experience. The key to developing is efficiency and productivity. As long as the asset is free to use or even paid, but still able to be used, you can use it! Even the tiniest thing like adding a new autocompletion to your code because you were writing that line a lot or reducing the elements in a line of code by wrapping it into a function will improve your efficiency. The tiniest bit counts. If it can be automated, then automate it. No wonder unreal just keeps on adding these procedural content features that help with tedious workflows that had to be done manually before. I love a lot of it, you can just paint foliage and forget that it exists. Then reshape the mesh and still have that foliage. I've barely scratched Unreal, but I'd assume there's a lot of control over everything especially since you export the game. Unlike Roblox where it stays true to the features supported on the platform and over compresses everything. (why am I even mentioning Roblox, it's literally a billion dollar dirt bottle that gets cleaned up by a toothpick, but for some reason it's incredibly popular, probably because you can make some quick and dirty games (which is 99% of the games, they just get released, become popular, earn a bit and die, the game itself is a 1 star) and even get "hired" to do commissions and be in teams without needing to fill any document)
I love the breakdown here... it seems the general consensus among indie game developers is basically to go with whatever your preference is. What would you suggest though for someone who is not looking to create a game but only looking to create large environments? And is there any real difference when it comes to importing assets from Blender?
Don't start with a harder language for the purpose of learning the harder language. You don't want to learn how object oriented code works, and an entire game framework at the same time as you're dealing with pointers and low level arrays. Easier first is objectively better. Once you understand any object oriented language, it's easy to learn another, even if it's lower level.
I don't understand why people assume that a single developer cannot make a pretty looking game... There is a general assumption that single-developer games are relocated to pixel art 2d. Are you going to make the next GTA? No - but that is less because of how it looks and more because of how much sheer content is there. A single developer COULD make a really stunning looking game - it's not terribly hard, especially if you use megascans and other assets. Will the game be any good? Well, that depends on the game.
@@ShahriyarAlam1 I always recommend Unreal Engine. It's powerful, can make stunning looking games by default, and has more versatility in my mind than Unity. The ONLY area in which I'd say stick to Unity is for mobile-only game development.
lighting in unity is horrible. the steps you will have to take to get a somewhat ok lighting is mind boggling. whiles unreal off the bat you have a good lighting to start with. Terrain tools in unity are horrible unless you are using a third party plugin, unreal have better and easier terrain editor
Beginners after watching this video - "unreal... unity... no big deal I can build." >> after hours of research they come to the realization that their better at using google than developing a game engine.
You missed some very important points for spare time indy developers. Costs. If you work as a salaried game developer the cost isn't your problem, but when you are on your own.... You get all the same functions and options a company gets (expect maybe the priority queue for support) from the start for free with Unreal and only when you earn over 1 Million $ you have to pay 5% and reaching one million $ as a spare time developer will seldom happen. And I have the feeling that there are more free assets with Unreal ( 5-10/month and things like the quixel engine and metahumans). The price for a Unity Pro subscriptions is USD $150/month and Unity Plus subscriptions is USD $40/month. Unity Personal remains free for all eligible users, but Unity requires that developers either have a Unity Pro license or a Preferred Platform Partner License Key, to develop new projects for closed systems like Xbox, PS5, and Nintendo Switch. And you’re required to purchase a subscription plan to upgrade your license to at least a Plus license if your revenue or funds raised with Unity in the last 12 months exceed $100k in total. And you’re required to upgrade to the Pro license when your revenue exceeds $200k.
This is exactly on point. I've been using Unity but as soon as I realised I want to make a game and monetize it, Unity takes too much slice of a pie. I know I know, most indie game devs will not monetize their late night productions. Mine may as well share the same fate. BUT Unreal Engine gives you everything for free, all the advanced features that you would have to pay for in Unity and are absolute must haves if you want to track the performance of your game, have access to analytics, multiplayer (unless you are using FishNet Unity plugin which is awesome) - in Unreal you get all of that for free anyway. So long story short, as a long time Unity user I decided to go the Unreal Engine way.
Nanite requires high end gpu with DX12 and most of the times indie devs will never need to use it instead of standard LOD system as far as they not aiming for photorealism.
@@LukiGames0 wELL WELL HMM Still worth it UE5 has basically removed the ceiling for graphics, now the race is truly on for game devs & AAA has to be scared with their lack of innovation
@@holdthetruthhostage Lack of innovation is more about money. AAA devs don't want to risk about something new when they know same thing will sell anyway.
I have no doubts that I got the right path beggining with Unity. The impression that I have is that Unity is leveled with Unreal in general video games. It's way better on mobile. It's way better on VR, XR, MR, AR... The one thing I don't understand is why everybody insists that Unreal is better with film making. Even after Unity opening capital and making a Microsoft cosplay, buying everything they could see...
Its very simple to answer this question. Learn Gamedevelopment with Unity because you have to learn TONS of stuff and the Unity learningexperience is MUCH better and coding is ALOT simpler in Unity. When u got familiar with everything inside Unity and have coded some stuff like a simple RPG your good to go and take a look at Unreal. You are not that scared anymore because you are familiar with Materials, PlayerController, Meshes etc. To be clear, Unreal is the more complete Game Engine. Inside Unreal is for every single task you have to do a tool which is designed especially for a usecase. Thats not how Unity works overall. Unity is much more like a Sandbox but its alot simpler. Unreal feels pretty monolithic because you have to learn ALOOOOOOT ! But when you reach the point there you understand "the Unreal way" everything makes sense. Its pretty difficult to explain ^^ To code in Unreal is A WHOLE NEW LEVEL ! Not gonna lie at this Point its very frustrating when you come from unity because the learningmaterials from Epic are..... not there or pretty basic .... Wanna see an example ? Logging in Unity: Debug.Log("Hello: " + gameObject.name); Logging in Unreal: UE_LOG(LogTemp, Warning, TEXT("Hello %s"), *YourActor->GetName()); And thats just simple logging... Coding in Unreal can be very painful and the realy good tutorials are not that cheap (i took the full course from Tom Looman which costs me 320€ in sale... worth every single Cent to be honest but NOT CHEAP !) so yeah Unreal is a complete different topic but personaly i prefer Unreal because i understood how it works and why it works that way but that took time... MUCH TIME ! After 3 Years i can say im pretty confident with Unreal and compared to this, learning and working with Unity is for the most outside there much simpler. Unreal is a real graphics powerhouse out of the box while Unity can achieve brilliant results too but with alot more work on rendering and shading by yourself. So you see Pros and Cons on both sides it on you to choose 👍
learning both of them at the same time can be really good for the brain. You will develop constant comparisons and it helps the process of learning. Challenge yourself to do the same thing in both engines.
Im gonna be completely honest and say unreal is a clear choice for me and after working with unity for 5 years I just found my self reinventing the wheel a lot and unreal has everything just done for me and all ready to go unity is easier to learn but in the long run it gets more complicated than unreal there I said it.
How can I test my games live on Android mobile devices ? Unity has such features to preview games live on Android mobile devices through unity connect 5 apk .
I feel ya. I've tried Ableton, Reaper, even shelled out for Cubase and I am no closer to understanding any of tNice tutorials than I was before. I don't
There is no more contest, Unity under an ex-EA CEO leadership have merged Unity with IronSource, a malware company. Unity suffers a low blow on this one, Unreal wins.
I have been working on the tow engines but i do love unity much more than unreal , all what you say is right it just depends on what the developer just likes ❤❤
You didn't mention one that many bring up, even with bigger projects. I haven't used Unreal, so that perspective is from 2nd hand sources or from looking up game made with these engines and noticing that corroborates it. Unreal was built as a 1st person shooter engine. It's very good at that. It's very good at making action games, not just 1st person now. Ahkam Knight was made in Unreal, and it's a pretty solid game. But bigger studies tend to use Unity when they want to do something different. Like City Skylines or Beat Saber (both made with Unity), chosen as the engine as the devs said it gave them more versatility. It's supposedly easier to get higher graphics out of Unreal, but as you said, for almost any indie developer, they will never hit the wall of what can be produced with either engine. So I chose Unity as my engine of choice because it can be used to create anything, and allows easier versatility to create a wide range of game types.
UE is just as versatile but UE is a game engine and has built-in game frameworks that make 3rd person and FPS games easier. Tetris Effect was built in UE4. The major last gen fighting games (DBFZ, Guilty Gear, Mortal Kombat, SF5, Tekken) are all built using UE. So it's very definitely versatile.
@@apoclypse In fairness, I haven't used UE. And I hadn't before noticed many games made with it that didn't fit a fairly standard 1st or 3rd person setup. My decision on which to learn was based on reading reviews. I know I can do anything I can think of in Unity. There are certain included features to support some popular designs, but I know I have the freedom to do anything. They also say Unity has better physics, but I can't vouch for that comparison at all. Never noticed any physics issues with any UE games I've played. Although I've seen sizable studios decide on Unity for a game for the versatility, I can't truly speak for t the different. Perhaps much like graphics, most indie developers will never hit the wall with either. There are a lot of poor games with awful graphics made with Unity. But I would genuinely say that's because of poorly skilled developers, just gives the engine a bad rep. Ultimately, you can achieve what you want with either engine. So it's mostly preference and familiarity.
I mean tekken is made in unreal engine now, lots of racing games, etc. I think you can basically make anything in either now (from what i have gleaned, I've not even started yet)
As an advanced programmer, I can honestly say C++ is still much more difficult. I've been learning game dev for 6 years. I've learned more in 2 years of Unity than I have in 4 years of Unreal Engine.
They said getting job as unreal dev is harder than getting into apple. Getting job as unreal dev is extremely competitive. Very limited studio using unreal, you can found unity job vacancy 10x or 20x more than unreal, so only best of the best could get the job. Please anyone thought about this?
Despite the comments you already recieved you are kind of correct in a sense. There are less jobs for unreal because a lot of unity jobs (during my recent search in my radius) were mobile and VR. If that is the path you want chose those because unity simply had the market first and unreal isn't targeting mobile. Also it depends on what you want to do. are you trying to be an unreal blueprints developer? Most likely this will have the least amount of jobs . are you looking to be a c++ dev, then your skills with unreal will transfer over to inhouse engines that run off c++. This is just what I gathered from my own marketing research so take it as you will. Also to touch on your comment about an unreal dev I think it depends how you look at it. People who apply for apple generally have BSc or MS degrees in hand where as a lot of hobbiest try to get in without post secondary education, or some sort of college. if we had 100 applicants with similar education and skillsets I'm sure more would end up with a job doing unreal for 1/3 the salary. Anyway that's my 2cents
It was also worth mentioning that Unreal stopped supporting the WebGL build of the project. Therefore, if you want to create a browser game, then Unity is your choice.
Unreal editor for Fortnite came out for someone who doesn’t know anything about coding it made me understand unreal more bc it gave me the opportunity to mess around most of Fortnite assets and there’s blue print also there’s also verse it’s like c++ but after almost a week of making a game on Fortnite I feel more comfortable using the real unreal engine and I’m glad epic did that it’s great for beginners and I think people will be using unreal way more after messing around in unreal editor for Fortnite it also have animation so it’s good to practice how to animate
im gonna start unreal just because i had this random motivation at 3 AM
Did you actually commit to learning unreal?
You start yet ?
Hey guys im learning blender now so that I can make my own models for unreal
yeah me too lmao, a lot of cool stuff at the marketplace and also features
I’m too😂
Game dev in my head: I'm gonna make a hyper realistic level with amazing movement, combat and an adaptive AI.
Game dev in reality: Help I've imported a mesh and crashed my computer
lol, true life
@@BamnBooper Absolutely Positive
@@BamnBooper who gives to
What i just told my boy not knowing whats to come later 🤣🤣🤣
@@BamnBooper Steal? You mean used it as a tutorial.
Coming from Unity to Unreal I can certainly see the use of both of them. Unity is a simpler, more logical engine, It certainly lends itself towards mobile production, as Unity Devs push optimisation for CPU only processing. If you're a solo dev wanting to make small mobile/pc/console games, Unity will do it. As others have mentioned physics in Unity is hit and miss and not really reliable without expensive plugins like Rayfire. Which leads to my next gripe with Unity which is Asset Store deprecation. Asset Devs clearly undervalue their releases, sell 10,000 copies then realise another year of upkeep and upgrading, just isn't worth the money. If you're a visual scripter, playmaker will have you banging out games really quickly, and is only limited by available actions, but Jean Fabre will add any missing or useful actions free of charge. Bolt is closer to Unreals Blueprints, but again, is more streamlined and logical. Lastly Multiplayer on Unity is a mess, its the only aspect which is over complicated versus Unreal.
Unreal on the other hand is a must for Large scale open world games, even if your a solo dev. Out of the box, I was completely lost when I created a new project, in what Unreal calls an 'Empty' project, only to press play and suddenly a whole bunch of game objects and processes are added to my scene......wait, i haven't added any code yet.....what is spawning all this stuff? I had to follow a fairly lengthy tute just to understand they are all necessary engine components, that magically appear. Though once you understand what is going on, it just means you can hand off a lot of complications to the engine. Nanite has changed the game for open worlds. I was confused to see that Epic had removed tesselation from their shaders, until i realised what nanite was. Theres no need to fake texture depth when you can just make a high poly terrain/static mesh, and wrap a flat texture around it. Seeing worlds come together with 4k Megascans terrains with excellent performance is simply breathtaking. Haven't really played with Lumen yet, though after watching a few tutorials its something i will definitely be incorporating into my finished products. Unreal certainly leverages the power of GPU's and adding raytracing to your game is a check box away. You do see a small amount of deprecation, or just slow releases of new updates on the unreal marketplace, but its far less rampant than the Unity Asset store. When it comes to forums in Unreal, people openly talk about blueprints as almost the dominant programming language in Unreal, where as Unity forums, visual scripting is a dirty word and if you're not a code monkey, GTFO. Lastly, if you're working in a large team, Unreal offers far more solutions for a team to work simultaneously, far better than Unity's cloud based system. Keep in mind, all the things i've mentioned wouldn't be of any use to someone who could get away with Unity.
I haven't even touched on workflows like animation i.e Unitys terrible avatar system versus Unreals retargeter, the difference between a prefab and an actor, how global variables are handled, and so many others, needless to say they are chalk and cheese.
Only other thing I can say is, pick one and stick with it. Moving from Unity (which i chose a decade ago, due to their more reasonable pricing, since which, Unreal have come to the party on pricing), to Unreal, is massive. Its like speaking english your whole life and suddenly deciding to only speak in chinese. EVERYTHING workflow wise is different, I literally took nothing i learned in Unity through to Unreal. Don't just think of your current project, Think ahead, Will you need the power of unreal in the future? Or will your projects always be smaller/mobile projects? Anything Unity can do, Unreal can do, but not the other way around. Unreal is far harder to learn, but so much more powerful. Pick one, stick with it.
Unity's animation system was surprisingly better than I thought, definitely not better than Unreal, but can do all the same things at a basic level. The workflows from both engines are much different, but the logic you learn from scripting and building games still carries over from engine to engine. If health < 100 then kill player type of thing. On unity it's an if statement, on unreal it's a branch, but it's all the same logic.
Blah blah blah, dude, just get to the point
you're a goat.
Why is Unreal engine not used for making mobile games?
Is it too heavy on the system compared to the same game run on Unity?
@@SamS.7598 It is used for mobile games, most of the asian hack and slash mobile games are unreal. pretty sure Shadow raid is unreal.
The system usage is only as heavy as you make it, There are plenty of settings to turn down and optimise for mobile. Unreal can hand off a lot more to the GPU, but you cant be guaranteed a mobile device even has a GPU. It's just Unreal takes 5 steps to do some things that Unity can do in 1, the unity workflow seems streamlined specifically for mobile.
Also if your packaging games that are a couple of GB or less having an API like unity which installs on 8gb of space makes more sense than Unreals monster install size of 60gb. My current unreal project folder is over 300gb (4k textures add up quickly) of source files, it WILL package down to around 20gb, but especially if you're using a laptop, space requirements would be considered.
As I said theres nothing unity can do that unreal can't, but if you dont need the brute strength on unreal, use unity.
"Tackling the harder part first makes everything after it much easier" next level motivation 🔥🔥
fr im going to learn c++ first
@@dantegreenmountain No use blueprints first so you have the Idea of how things are working I am working in Unreal engine 5 from a month now and i already made a complete map health and damage systems and much more..
@@sonofzues8414 ok thanks for the advice!!
I mean climbing 4 steps at first makes it easy to come down 2 steps. Makes sense.
Ever heard of improvement ladder
On the flipside, tackling the harder part first might cause you to get stuck and give up on something you might have been able to do
Having never used a game engine (though I’m an experienced programmer) I picked Unity initially simply because of the scripting language. I’d used both C++ and C# for application development, and much more C++ historically, but since about 2015 C# has become my main general purpose language of choice. Took about a year for me to feel I knew Unity well enough, and see a few things I didn’t like so much, so I tried Unreal. I realised that despite the initial similarity, I not only had to start almost from square one, I also had to unlearn a lot of habits.
It’s just a hobby for me and I’m in my sixties with no big ambition to create realistic 3D worlds or find a job in game development, so Unity suits me though I’m also going to try Godot.
Regardless, these game engine thingies blow my mind, and not least because they are free for someone like me.
I think we might just be clones. I’m also in my 60’s with many years on application development but I am more comfortable with C++ so I’m thinking Unreal to play with. And like you, just as a hobby as I released all my open source projects to others. Just leave me alone and let me play
I'm looking to start game development and being in my forties I was thinking I'm too old to start, but seeing you guys talk about this being in your 60's is really motivating. I'm choosing to go with Unreal because there seem to be more positives overall. Also because I want to challenge myself to do something regardless of how hard it may be. (according to everyone I've spoken to Unreal is HARD).
Thank you.
Don't use Godot. It's incredibly slow. Everybody is always waiting for it.
@@utteero now i guess ur soo happy u made the decision to go with unreal xD
Let us know your opinion of Godot
Guys i have commited to my self to learn unreal and c++ under 2 months. Today is 7-05-2024 i will come back exactly on 7-7-2024.. Wish me luck ;)
So how's your progress going?
how's it going so far
Reply dont forget we are here to follow you 🦾
where you go buddy
bro forgot
Learning and mastering Unreal gives not only access to game development but to a large amount of possibilities, like archviz, VR event design, media industry... maybe u can do your stuff into video rendering or 3D Visualization with Unity, but the real thing is that Unreal Engine has become the standar in these fields.
Sorry about my english, nice video thumbs up.
I'd like to add that whatever the game engine you're picking, your game will be good thanks to your game design knowledge/experience and the amount of polish you'll add to your game. A strong mechanic with a great feeling is above the engine choice.
Also, you should aim for learning new things, testing and mastering little concepts at a time before going for a full game. I like to think about a complete game as little bricks you put together, and the amount of time and tries you'll put into those bricks will make the difference on the overall experience
Finally someone that gives positive constructive tips rather than just crapping all over other people's ambitions..thank you
Great video! The advantages of each enginge have been nicely highlighted. I would also mention that there are differences in online multiplayer. Unreal has a built-in solution. I would also prefer Unreal for the quality of the asset store. Often the assets are no longer supported in Unity or are not supported by the current render pipelines. In addition, you have to limit yourself to third-party providers for things that are Unreal Built-In. That's not always an advantage. Often these assets are no longer supported by the creator. There are also many assets in Unity, which have great characters or environments, but mostly in limited quantities. So it's harder than not being an artist to find enough assets that go well together. If you want to gain experience in many genres, Unity is the better choice. There isn't a genre that doesn't have a plugin or asset for it. Unreal, on the other hand, has little choice. Especially in the area of RTS, Turnbased, Arcade Racer etc.
And the tutorials. Oh well. As a beginner, clearly Unity. There are tons of tutorials for the basics. But when it comes to more specific topics such as AI, it gets pretty thin. There are far fewer Unreal tutorials, but in my opinion they are more in the "Advanced" area. In terms of workflow, I personally find Unity nicer. A lot can be outsourced to a separate script. In this way the creation of a game can become more modular and I can easily integrate many of these scripts into later projects. That saves a lot of time.
I loved the "if you think taking third party assets is cheating, get a life boomer" because that was the entirety of my first time trying to learn game design. I was too prideful to use any premade assets and always wanted mine to be made from scratch by me. then I realized how difficult and uselessly long it takes, all for you to do the same thing you could've done with premade stuff.
Of course you love the cringiest comment in the whole video.
@@The_Pariah what
Omg i thought the same thing! Im making projects and when i show them off i want people to be like "omg you made all of that!?" And i say yes but then fee bad bc some of the things i used to make the projects so much more real- are assets i couldnt make. So i love making my own so people can see my work and still be astonished bc i made it from scratch
honestly as someone who wants to learn blender and unity, it's honestly not a bad thought to make your own assets.
@I don’t know what my pfp is i also want to learn blender and unity, I just pressure myself too much to make good looking models off the bat so then it discourages me to continue when they look like shit. There should be a good mix of using your own content and using other peoples content
I really appreciate you showing examples of games made in each engine it really helps us know which is better for our goals
In my opinion it's so much easier as a beginner to start of learning visual scripting. You get to learn the basic concepts in a visually friendly environment. Variables functions etc.. without having to worry about proper syntax writing and code structures and once you get the hang of the basics move on to learning a language + syntax
wow thank you , many ppl says oh you have to learn c++ first from scratch then start making game , I know this is not wrong but ya I agree with you learning visually on unreal engine first then dive deeper into c++ might be better for beginner
couldnt disagree more personally. Theres just not that much to learn with C# and then the rest comes from the documentation
Oh boy are you gonna hate that Spaghetti mess you dropped together 1 year ago :D
@@XMaster340 Why **NOT** to use unreal.
unity:
Create Terrain material.
Create Terrain, Create layer, input Textures, paint.
unreal:
Open Schader Editor. Throw around fucking Spaghetty, riddle around why nothing is working
add Constants to every terrain tile,
Add material **AT HAND** to terrain tile,
Change Materials if you want to mix up
unity: 1 minute
Unreal: 1 hour per Tile.
Create Charakter, import.
unity: drop charakter, Humanoid Rig, you fine.
unreal: drop Charakter, start to "Assamble" it again, do some extra Feeds, make Raytargeting.
unity: 1 minute, unreal, 1 hour.
Use an Animation.
unity, Humanoid rig, finish
Unreal: raytarget every bone in Handwork over hours. yeah, you can use **ONE!** animation.
Time: unity: 1 Minute,
unreal: 20 Minutes up to 1 hour.
Use combinatet Animation, in **A LOT OF CASES NEEDET**
unity: Build Layer in animator Controller, use Avatar for example upper body, drop animation, you fine.
unreal: import the animation
Raytarget the rig
copy parts of animation to other animation
fit the Animations together
Give it e refit
Unity: 1 minute
Unreal for 1 animation: 30 Miuntes up to 1 hour.
*and a counting list .. more ..........*
@@XMaster340 oh boy are you gonna hate that spaghetti code you hacked together 1 year ago :D
At this moment. People thinking of using Unity should maybe check the fee per install first before even using it. Unreal though, no worries just go ahead haver fun.
Free for individuals until your game(s) start making you serious bank
W tym akurat momencie to srałeś i się nie wysrałeś bo mama nie może podcierać dupy. I właśnie się sfajdoliłeś.
I think this is a case of analyzing what your game needs and what you want from an engine and choosing the one that most effectively suits it. I like the comparison videos because it’s interesting to see how two popular engines stack up, but in reality it probably comes down to the game requirements and which engine has the best tools for the job
That’s the point of the video
I chose Unity when I started and ten years later wished I'd put all that time unto Unreal. You can just do more and faster with Unreal plus the skills gained are more widely applicable across all facets of game development.
looks like performance is anything in game dev, right?
Great that you mention the fact that graphics comparison does not care if you're a one man dev.. so true.. you'll almost never get to that level of detail unless you have 24hrs a day to spent on game development.
Unless you pick Unreal, where you can actually learn how to reach that level of detail in just one day... Some people in the game industry need to open their eyes up to how far Unreal is pushing the ease-of-access to former AAA studio levels of graphic fidelity. Now a single developer can make a game world as visually stunning as a full AAA dev team could just a few years ago, it's actually nuts how accessible it has become when you don't have to factor in LOD scaling, environment brushes, massive megascan library, materials, etc.
@@Real_MisterSir I agree, after working with some beautiful assets this is definitely the best looking game engine
whatever engine you chose it doesnt really matter the only thing that matters is you and your creativity
I have been working with unity for the past 2 years on and off, and I am still at a very basic level. With the recent news surrounding unity's parent company, I am considering switching to unreal
What news?
May I suggest Godot? It's a lot easier to use than Unity and Unreal combined and with Godot 4 almost released, a lot of really important features are coming that will put Godot at least on par with Unity when it comes to visual quality.
A great video, thanks. As a senior web developer who knows C# but isn't great at math, I've chosen to go with Unreal as the visual editor looks great, I'll get to finally learn C++ and Unreal just seems more versatile outside of game development specifically.
Have you started yet? Curious of your experience so far as Im in the same boat as you with current skillset being c# in web & winforms.
@@myoozik3011 Hey, unfortunately haven't had a chance yet! Unreal seems to be getting more and more popular recently so I'd probably still go with that. The fact that it's so difficult to choose between the two means you can probably safely choose to learn either and be productive/successful, find a relevant job etc.
@@brad7957 I added the Unity extensions to Visual Studio today and started playing around and I have to say it feels nice not having to learn a new IDE. I don’t know how far VS will take me versus using the Unity IDE but it seems pretty solid. Im sure you have access to VS Pro/Enterprise via msdn sub from work, so I’d check that out first.
@@myoozik3011 that's great, thanks!
Any further update?
click on the magnet, and from there you can adjust how the tracks snap onto the grid. if you want it to be each 1/4 of a bar, click "line"
Although I do agree that picking C++ and Unreal would benefit because you would learn the hardest thing first, that's exactly it. You're learning the hardest thing first, you will get burnt out within the first few weeks and most likely never make it past a month. If you do make it to a month, you probably learned absolutely nothing.
If you get burned out that easily, then you probably aren't meant for game development. There are so many different things that are more frustrating than learning C++ from scratch when it comes to game development. What's more, is that Unreal's version of C++ is abstracted to the point that it feels more like C# than normal C++.
Also, I don't understand why you think someone will learn absolutely nothing within a month.
kinda negative comment but ok
Disagree entirely. Have been learning C++ for my first language and am both enjoying it and endlessly excited to improve. I would also like to add that, as someone who is learning c++ for my first language, I do not find it near as hard to learn as people make it out to be. That isn't to say that it's easy, as much as it is to say that people who haven't learned yet might overestimate the difficulty.
It comes down to the person. If you get discouraged simply from difficulty level then you might not really care as much as you think about the end goal.
On the topic of buying or using other people's assets instead of making your own from scratch: it's not even about finishing a game to turn around and sell (if you're trying to be an indie dev for the fat paychecks, you're going to be sorely disappointed), it's about just finishing the game. If I had a dollar for every project that fell apart because I thought I needed to make the thing from scratch instead of just using what someone else has built and losing all motivation in the project, I could buy a house.
i use both, started with unity, and I love them both, but one thing you missed mentioning in this video, that could be a big factor is physics. Unitys physics system, is pretty low end. where unreal has solid physics, and now has chaos physics. you are quite capable of doing physics stuff in unity, but, its far easier, smoother, and far better quality in unreal. the additional features unreal offers is also a pretty big deal, built in behaviour trees and such. the megascans, the monthly free assets. that stuff adds up quick. BUT in favor of unity, and perhaps not mentioned due to its not completed, is ECS. which is a pain in the ass. but it allows for some pretty amazing code optimization. unreal has lumen and nanite, for the scene performance, but ECS performance, which is designed for code, is nothing to sneeze at. unity is also working on a more in-depth ML agent integration. and a utility AI package.
i've ised Unity on and off for 4 years. recently switched to Unreal, and I git to say Unreal has so much built in, which in unity took me months of asset watching, and buying bundles to get access to. It provides the actual content rather than just the ability to work with content. And thats a huge difference when you jave so mucb already to worry about.
@@Peak_Stone the thing i get, from playing with both engines. is Unity is universal. it gives the user the ability to do pretty much anything. which is great. but Unreal, when u start a project, it just feels like. Unreal wants you to build a game. and has tons of stuff ready for you to accomplish that. not to take away from Unity, its solid. but I think if someone was serious about making a game, that is more polished and dependable. Unreal would get it there, faster and easier
@@littleowlgaming-unity-tutorial Yeah I agree. Unity works, and I prefer the interface, but Unreal just gets stuff done for the enviroment. Like, I had so much problems with trees, and the render pipelines, and grass. Like, I have to find a grass, build the grass system, or research which 3rd party tool will do it for me.
In Unreal, I have grass, I can paint grass. I thought I was just painting a green texture, but actual grass showed up. I didn't have to research that. It just happened within 5 minutes of using the landscape tool. I still didin't get around to doing it in Unity, after four years.
@@Peak_Stone one of the things i like. is the built in behaviour tree system and AI components. i personally love AI, and love building AI. which I can do fine in unity,but in unity, its a navmesh agent and you can calculate a path. move agent along the path. that's pretty much the entirety of the unity AI system, now ofcoarse you can script the hell out of it and build some great AI, but in unreal,having a fully integrated AI system just ready to go, is just super convenient.
@@Peak_Stone bro u can paint grass in unity aswell
Unreal is definitely worth learning. When you really figure out how everything works it's pretty easy and powerful.
It's too powerful that my pc can't even export my output 😂😂
@@k-studio8112 I just built my game on a 5 year old 13” MacBook pro, sounds like you’re having a skill issue
@@mattmurphy7030 I'm having a problem with packaging my output cuz my computer's storage can't handle it anymore 🙄🙄
@@k-studio8112 rip
It’s easy? I’ve tried it multiple times and it’s gibberish to me. I’m coming from Blender, so I thought UE would be simple, but no. Every tutorial I’ve watched are 10ish hours long, and jams so much with little explanation. I am considering trying it again. Any tips to do it right this time around?
I'm coming at Unreal Engine from the film side of things, not the video game side of things. And finding information for what I'm trying to do is always like pulling teeth. I have hired tutors to help and they couldn't, because they were experts at Unreal from a gaming perspective. It really makes me scratch my head as to how anyone figures this stuff out for film to begin with.
I'm curious. I've never heard about people using Unreal for filming purposes. I'm thinking that Unreal is more marketed as a game engine than a filming tool.
What would filmmakers need to use it for, exactly?
One well-paced high quality tutorial is better than a hundred bad or fast-paced tutorials. This led me to choose UE5. It is a GIANT leap over UE4 in terms of use, especially with the official tutorials.
How can I test my games live on Android mobile devices in unreal engine 5 ?
Unity has such features to preview games live on Android mobile devices through unity connect 5 apk .
You don't have to worry about Garbage Collection with UE's C++ - I mean, of course you won't go crazy with loose data and variables, but as long as you mark as UPROPERTY, you are kind of fine. C++ in UE is almost like C#, since UE's Garbage Collector is very smart and optimized. C++ in UE doesn't even feel like C++, forget all the crazy and weird templating, pointers, etc.
What will unreal engine 6 have ?
Great Video I am in software development at the moment, but my goal is to become a game developer. Thank you for the detailed description of both unity and unreal engine.
One thing about Unity I don't see mentioned a lot: If you're making a game with their free tier; all your users get their hardware and software information sent to Unity anytime they launch your app. Devs can only disable that with a paid plan. :/
Thus, imo Unreal is better than Unity in terms of user privacy, something many might think the reverse to be true.
How can I test my games live on Android mobile devices in unreal engine 5 ?
Unity has such features to preview games live on Android mobile devices through unity connect 5 apk .
Unreal engine actually has it's own garbage collection system if you mark something as a UPROPERTY or UFUNCTION, so you don't have to worry about deleting the pointers after use as Unreal Engine takes care of that for you :)
I started with Dream. Which is basically pure visual code with nothing written so it's a nice start and then I'll get into unity visual code and after that, if necessary I will get into written code
Ik I’m late, but unless I am super mistaken, without written code, even things like movement are super hard/impossible to make so moving to unity will take written lerning
The indy dev support, grants, and cost to use each engine might be worth mentioning. Unreal has better payment structures for developers and a higher sales number before you pay than Unity. Epic also makes a grant available to indy game developers using the Unreal engine, which might help cover dev costs. Unity has their own support structure as well.
If you release your game on Epic's store they wave the royalty fee altogether.
Ive been applying for unreal grants for years. I dont think they care tbh.
This was a really great well rounded video for beginners. Thank you!
Several points. Unity was built in C++, if one uses Unity pro one can code in C++. C++ is built on C as is C sharp, however, c sharp also lies on the net framework which was created for business software and has an automatic garbage collection which means one has no control over when the garbage collector kicks on, one can reduce the length it runs for by using structs and not classes where possible and by switching on the garbage collector when one can where it will not be noticed, but still the garbage collector will still fire off automatically, even when there is very little garbage to clear, this means in a fighting game similar to mortal combat this garbage clearing can happen at a key moment during gameplay and in theory if on a gamepad button press could lose the game, so c sharp is ruled out as a coding language for real-time, reaction sensitive games. C sharp is only easy if you understand the net framework, otherwise one has to spend a fair amout of time understanding what inherits what from the net framework, whereas c++ is all inclusive, all the functions have had to be written in c++ so when reading the code it is considerably easier if one does not have a clear understanding of the net framework.
Garbage collection in c++ is also explicit i.e. the programmer has full control over when it occurs, one simply has to destroy everything that one creates.
Unity is not easier because of the coding language used it is easier because of the object component system. To move a camera one can throw a script on that camera object and write code to that script to get the camera to do exactly what one wants, even if that means one line of code at a time. One can experiment very easily with code on such a script and hence one can actually learn programming one painful line at a time, but one doesn't have to read a large amount of code to understand what a camera is doing unlike engine such as Torque 3D where the playewr camera had near 500 lin sof code which made getting a camera to do exactly what one wanted it to was impossible for a beginner. Unreal works like a charm if doing FPS, one will have difficulty if not a programmer and one wants to make drastic changes to the player camera and controller.
On the otherhand Unity has the worst licensing system going, for example if one works at a company that uses unity pro and one wants to use unity for hobbyist coding one is obliged to subscribe to Unity pro as is anyone else in one's household so if one wants to teach one's kid there will be a problem even if one opts for the student edition. There are loads of problems with the unity eco-system that Unreal does not have a case in point is that Unity seems to spend way more time changing the code base every two years in order to force continued subscription than they do fixing actual features, to such an extent that if one has spent money at the asset store buying plugins to fill a unity shortcoming then one is likely to have to pay an additional 50% for those assets everytime the codebase changes and the plugin has to be rewritten, or one is locked into an earlier version of Unity.
If you are a programmer the game should really rule what engine to use, AAA quality game? Use Unreal, mobile game or total beginner or AA qulity with highly customised player camera and controller, use Unity.
Thank you
AAA games in 2022 are garbage X,D
so is better unity
The one is fucked
I would love to know the Unreal vs. Unity state of VR
My thoughts exactly
@Joseph do you still have the same opinion after the latest unity news where they bought a malware company and called devs idiots?
@Joseph c++ is more suited for big gamee then c# and blueprints are good to make something quickly. Nothing else
I did a project with the Microsoft Hololens like 6 months ago. We started with Unreal and then switched to Unity. Basically VR/AR is completely unusable in Unreal at the moment. Almost all of the documentation is outdated and nothing works anymore. Unity is not much better, but doable and at least there's decent documentation on how to do things.
If I were you, I'd put my hopes in Godot. Unfortunately the XR plugin doesn't support the hololens as of right now. But most other devices work amazingly. And the plugin is only in beta.
Good video, I was confused with what to learn, but thanks to this video, I'm gonna try to make my first indie title with unity and then later learn unreal.
Hi, Unity is a great choice to start learning game dev because of the amount of tutorials and ressources available. I spend 3 years learning Unity and I was able to tackle any bugs pretty quickly thanks to TH-cam tutorials, stackOverflow and unity forum. Once I started my first project on Unreal, I really struggle finding ressources and quality tutorials. Also, going to blueprint from C# was not that easy and most of the time I was like "I could do it quicker just by writing code on Unity, wtf am I doing ?!"
Good luck on your journey mate, it will be hard (for real), but you will learn so many things along the road !
@@gauthier13 thanks mate I needed this what engine do u recommend for a open world gta like game ?
I have a question for those who have worked with both engines: Unity and Unreal aswell. Based on your experience you‘ve made with both of them, if you had to learn one engine again, which one would it be?
Unity all day, unreal is not beginner friendly. The interface does suck on unreal. Basically unity is fruity loops, and unreal is pro tools. If you know how to use unreal, it can produce better games, in the other hand unity is just far less complex and easier to actually build a game. The reason for this, is that unreal is going down the Ai route with ray tracing, while unity is more like just freestyle friendly and it works. You don't need to know about game design to get unity up and running, unreal user interface is a bish alone to figure out.
I have nearly learned about the existence of these two engines. I recently enrolled in an art school. I took my first video game class session today. There was mention of game engines. I asked the teacher which engine is used, and he said Unity. Then I did Google the two engines during lunch. I noticed there is a tradeoff. Unity is easy to learn, and Unreal has better graphics. I already prefer Unity. I am a beginner in video game design. I have dabbled with designing tabletop games. If I am going to make a game with computers. I also don't get bothered by mediocre graphics. I watched this video right after school. This video dived deeper into the difference between the engines. This makes my like Unity even more. Having more tutorials is really helpful. I never even touched coding. So I can use all the help I can get. This video is full of amazing video game footage. It is incredible! Even the comparisons have both sides be amazing. Maybe the downside of Unity isn't so bad after all. Maybe my personally standards are low. My low end of acceptable graphics are heavily pixilated retro games. What best comes to my mind is the first and second generations of Pokemon games. Maybe that is considered ancient technology or even dinosaur technology. Things are so different today. Pokemon games today look vastly different now due to improved graphics. The high end of my standards would have World of Warcraft and Breath of the Wild. Both games look gorgeous, especially the natural environments. That is the big part of the appeal to be honest. I am a huge sucker for nature. Breath of the Wild even has the nature of Hyrule emphasized on the cover of the game box. The footage of this video goes way beyond what I am used to. My mind is blown once again. I am baffled when people criticize World of Warcraft for having bad graphics. Now I finally see why. There is a whole new level that I wasn't even aware of. The critics must have been spoiled by it. Since I have low standard, Unity has a small price to pay. It's game footage is already above my highest standards. As long as a game has a good aesthetic, it will shine through in both engines. The video does make a good point that graphics won't matter to an indie developer anyway. They can't polish things as well as a big team. So their graphics will be mediocre regardless of which engine they use. The video mentioned another nice perk with Unity. It is better for making 2D games while still having 3D capabilities. I like that. I want my first game project to be 2D. I have a lot of experience with drawing. It is the medium I am most comfortable with. So 2D games are more similar, and that would be easier. 3D looks better, but I don't think I am ready for that. I am barely starting to learn Blender. It is a good program so far, but it has its own huge learning curve. 2D does seem better for lowering the learning curve. I am starting to get into animation. I chose to go for 2D first. I even want to stay away from the virtual puppetry for now. I want to draw animation frame by frame. I hope I can find a computer program that lets me do that. The puppetry is efficient whether it is the 2D or 3D version. I just want to get into that later when I have more experience. It is easy to get overwhelmed. So I better go easy on myself and take things one baby step at a time. Then I can grow to be an even better artist.
Unity has unity remote 5 to preview games directly on mobile without building apk where as Unreal engine 5 has not such features and building apk takes 3-4 hours !
For mobile game development, how can I preview live on Android mobile in unreal engine ?
I’m going to learn Unreal, considering I can’t sell my kidney every year for Unity
I'm a software engineer, and even though I've worked several times with c++, I feel way more confortable with c#. So I'm going to start with Unity. Later on, if I feel that Unity doesn't give me all of what I need, I'll jump into Unreal Engine.
So why not start UE right away? You'll save yourself a lot of time in the long run
I have to agree with Armani. If you start with Unity already expecting to reach a point where you will have to change to Unreal, it will make the change just way more uncomfortable than it would be to just start there
Well in the plug-in part if you use blender and have no problems installing plug-ins I don't think you should complain about it in unity.
0:25 "I'm just kidding. Or am I?" *vsauce music starts*
Great comparison and great video as usual!
Maybe, as a Mac user yourself (at least in the 7 hour video on the freecodecamp channel) you might consider talking about this: Unity is definitely Mac friendly, while Unreal is not! I'm on M1 mac and I couldn't even start the Unreal editor! So, if you are on a Mac you have no choice...
A friend of mine uses Unreal on a Mac with x86 CPU without problems. The problem is the M1 CPU and that it is not able to handle x86 compatible code. And Unreal is not the only program that won't work on an M1. Apple did the same shit years ago when they changed the architecture from 68000er Power PC CPU's to x86. Many older programs only worked in an emulator with a classic Mac OS installed. Now do the they sam shit again with the change from x86 to their proprietary ARM CPU.
Just read the requirements before download. Unreal states "macOS Big Sur, quad-core Intel, 2.5 GHz or faster, 8 GB RAM" - M1 doesn't fit there.
Mf my Mac can’t even open the epic games launcher
Lots of people say "unity is easier to master", bs. Unreal Engine has an immense library of tutorials, guides, scripts and lots of other things from which you can learn the engine easily and, more importantly, properly over Unity Engine, and also offers blueprint coding, for those who cannot along with C++ either because they cannot code in this language or are not advanced enough to do so. Unity offers a mediocre library of the same categories, except the blueprints thing, and most of the assets (from the store) are rather low at their quality and can be easily recreated with Blender and other 3D rendering-manipulation software with even better quality, detail, texture, etc.
I am currently working on my own game via Unreal Engine 5.1. Having the possibility to easily program a grapple hook, jetpack, bullet jumping logic, advanced parkour logics, flying a la AION, easily created first- and third-person views with proper body view, proper button triggering for example faster/slower walking while using mouse wheel, but also holding CTRL + mouse wheel to zoom in/out without interrupting the walk speed, or turning on/off a flashlight with a brief press or holding to toggle it on while releasing to turn it off again, same for maps, arm watches, etc. - these are just a few examples where you are actually programming your stuff in a major comfortable flow, without messing around with half-a**ed tutorial guys from the web, which gave up upon Unity Engine after 1-3 months of usage "because of reasons" and leaving you at the same spot where they left. Oh, and most, if not all, of the things are interchangeable between first-person, third-person and VR-mode, which btw are also mergeable with each other, as you can have all modes in a single game instance (switching between FPS and TPS, while VR mode being usable when plugging in your device, without any relaunching nonsense).
Thanks a LOT for this. It really helped. I've already kind of worked with both when I did some work as a texture designer. But I'm going to go into both movie design and build a game in my free time. But I already know a bit of C# so I kept leaning that direction. And people kept telling me Unity was quicker to go from concept to complete game. But thanks to this I've decided to learn both. Though I'm going to start with Unreal. And when I've got it pretty well understood, I'll work on learning Unity, which again, shouldn't be as hard as Unreal since I already know a few basics of C#.
Again thanks for this!
yeah we dont know for sure could be a joint project or smth
Thank you for going over it , I needed answers fast so I clicked here and you explained the most easiest way possible ❤
One really important thing to understand about engines and their graphics capabilities, is that for Indie gamedev, graphics fidelity is mostly irrelevant. If you try going ultra-realism, you will quickly understand that time you will have to spend on making those hipoly-hires-pbr assets and setting up all those shaders and post processing will make your project nonviable time wise, id it goes beyond small prototype game. Because instead of making your game you will be making assets year after year. And another thing is that graphical realism gets outdated, but style lives forever. Smartly made texture and proper light setup is the way. People love to say that we achieved photorealism in games, but it all falls apart the moment you go outside irl or start interacting with a "photorealistic" game. lol
And that is where there is a difference between Unreal and Unity. Unreal offers you with the free quixel addon and metahumans easy to use high poly assets. Add to that 5-10 additionally free assets per month., sometimes complete small games. You could for example install Unreal and download the Matrix demo game and change it like you want and use it in your own game. There are people that changed it to let superman fly around and not Keanu Reeves out of Matrix.
@@seanthiar Unity makes monthly giveaways too, free example projects too. And faar more open source projects are available for Unity than Unreal. Quixel isn't as good or as useful as people say it is. Metahuman is a cool concept, until you realize that you still need everything else to fit this level of quality, from custom clothes and custom animations to custom items and environments. Without that it all looks generic and uninspired. So, yeah, as I said, irrelevant.
Not true, this used to be the case because high graphic fidelity used to require so much effort that an entire studio department was needed for such tasks - but now the floor-of-entry is so approachable that a single developer in Unreal 5 can make what a full AAA dev studio were capable of just a few years ago. It is a massive shift in workflow and accessibility.
It of course depends on what kind of game you're creating, and how much of the accessible libraries and built-in features can do for you, but in Unreal they can do a damn lot out of the box. nanite for both static meshes and foliage is incredible, mixed with Lumen you don't need to spend more than a single day to create stunning environments.
Awesome explanation. Probably the best comparison video I've seen. Love the nuggets about C++ vs C# in its core. Means alot!
WOW... EXCELLENT...!!! I thought this was going to be another "Flame war" video about two popular game engines, but you have done a magnificent job of keeping this discussion professional, educational and accurate. The points you bring forth are absolutely spot on. Its my opinion that both engines are phenomenal, but Unreal does some things better than Unity, but on the other hand, Unity is out of this world fantastic. I've tried both and like Unity, simply because I like to code in C# more than I like to code in C++ and I', willing to trade off the visualization performance for ease of use. Listen, if people can't finish a game in Unity, which is easier to use, forget about beginners making games in Unreal... its as simple as that. Great job and I definitely will subscribe and like.
Thanks for the motivation 😊
Even though I never thought of creating games of my own😅
Unreal >>>>>>>>>>> Unity on every front.
If nothing else... where is Unity's similar story?
A guy with No coding experience at all... Downloads Unreal Engine 4... follows a tutorial on TH-cam. Watches another one to add the score/end of game etc... and a couple on texturing and lights.
And created a game that was #1 on the Apple store for months.
And at the end of those months... he still hadn't ever written a line of code.
There are professionals who have taken every single command and node in Unreal and created tutorials for them, what they are and how they work, and when and how they are used, with examples you can follow to see how they work in your own copy of the engine.
For literally every single thing.
Unreal results in Superior Graphics while drawing less from your CPU and GPU, with superior memory management and infinitely more reliability overall.
And it is vastly EASIER TO LEARN than Unity.
I already Learned C++ So Continuing with Unreal Engine!
Good stuff big 🐕, agree with what you said.
I'm just starting to learn Unreal myself after doing a mobile game in Unity. I just wasn't super impressed by Unity I guess and was constantly stuck on even the most simple of things. A big part of that was I was simply a noob though. But I figured I'd give Unreal a shot. I much prefer C# over C++ though, considering I'm a .NET developer professionally for 14 years and I only had one C++ class in college 17 years ago lol.
Also I dunno if it's just me, but I can often tell if a game is Unreal just by the look and feel of it. Just like the motion of the camera moving around combined with the motion blur, I think I'd guess right a majority of the time. Certainly not 100% but a majority i think.
As a Intermediate Web Developer, i might go to a high school with CS and they teach c++ there, i believe that as a past gamer who is escaping the matrix, i understand what makes a game addictive, I understand the need to optimise games to run on bad hardware to get everyone addicted so i will go learn unreal engine but this in 1-2 years. By then, I will finish learning all that front-end stuff, JS, nodeJS, React, etc. Unreal Engine and C++ is the best option don't waste your time with unity and c#, if u learn unreal and c++, unity and c# then becomes easy
can we meet ?
The decision was made far easier a couple days ago
Thanks! This is probably the most adequate review of game engines.
Whenever videos like this show up I have to think about the comments some guy posted a few years ago. The person made a "remake" of a old turn based 2d board game. Not to sound rude or anything, but the gameplay of the game is very simple and could even be made in a desktop or web UI framework, doesn't even need a game engine for that kind of game.
Anyways, in one of the videos he said it takes so long to remake the game because he makes it own engine just for this game. I was just curious and asked why he makes his own engine for this game and doesn't use a game engine like Unity or at least a UI framework, it's totaly fine to make a own engine as a hobby, I just wanted to know his reasons.
Then the fun started. He started to insult me and tried to explain how everyone who uses a game engine or a UI framework is not a real programmer and that a game company would never hire a guy who uses a engine. I played along for a bit and showed him that even big AAA studios use Unreal Engine and asked why wouldn't they hire someone who used Unreal Engine before if they use it for their own games.
He then admitted that AAA studios use engines, but he continued to say that they will not hire anyone who uses them for their hobby, because they will only hire people who "prove" that they actually know how to code and according to him the only way to prove a AAA studio that you can code is by making your own game in your own game engine without any frameworks.
At that point I already knew that there is no hope for the guy anymore but I still continued and started to ask questions about this own engine and ask him which language he used to develop the the engine. But not even a normal programming language was good enough for this guy, he explained that he uses a "custom language based on C, which is compiled with his own compiler".
Im not sure if the guy was trolling or serious, but I stopped to comment after that.
Thanks for reading.
he does have some points but some of it are probably bs
See, you're only a real programmer if you create your own custom language from a design of silicon transistors that you configured yourself, mined and forged by tools that you dug out of the ground and created with your bare hands. /s
The only advantage of unreal engine is The nanite/nanite foliage and Lumen since those improve so much perfect wether you're putting so much detail on your models will never lag and lumen Is just global illumination which makes lighting more realistic
I started out, and have been using Unity for the last 8 years, because I have a lot of C# experience, so coding is pretty easy in Unity.
But the strategic direction of Unity is rather confused of late. Upon opening a project we currently have a choice of three different render pipelines. - S, well, I guess choose the best being HDRP, but then most of your assets do not render and it requires too much configuration to correct and get going again. Plus lot of Unity stuff features just remain in Beta. So I have been looking acrosss at Unreal 5.1. for alternative. Unreal seems to look great, straight out of the box, without confusing the user with render pipeline setup etc. I am not sure that I will be as productive in using Blueprints compared to knocking out C# scripts.
One residual advantage of Unity, is that it supports Browser WebGL for simple games, and wide deployment. Unreal does not offer native support for WebGL anymore, and seems to assume its games targets are high end PC/ Consoles.
They should really show how many people disliked this video. Game development is based on self preferences. It doesn't matter if you pick Unity or Unreal, if your idea is crappy it will be crappy across the broad range of game engines. I hate it when some developer just has a stupid opinion about something and try to make it sound like a rule of thumb.
This video has no dislikes... all likes... And no, you're wrong. You need to pick a good game engine to create a good game. You can be the best driver in the world but if you're driving a bad car it will make no difference. So no, it's not just an opinion or preference, it's the truth which people like you don't want to accept.
welp since unity will screw you over with pricing and license fees just stick with unreal
I know tNice tutorials is an old video but I’m new and thank god I finally found you . Thank you for such an amazing and helpful video ❤️
Prepare for the "aged like milk" comments
You mean prepare for the people that can’t think for themselves
I love how nobody is talking about how good epic games animations are.
You completely missed the mobile aspect which Unity dominates. It is much easier to get started and spit out a game for all platforms with Unity than Unreal. At least I think so. Wish there was a vid that compared the two.
wrong unreal 5 can also do mobile gaming damn are you dumb?
I don't know where this myth that unreal cannot export your game to other platforms come from. It has iOS Android macos windows linux PS4/ps5 Xbox one/series X and the Switch out of the box.
yes, thats why mobile markets are so over saturated with copy paste games
Meh, Mobile games are for the weak
13:25 - just be careful of those positions, sometimes they'll have something written in contract like: while you're working under them, anything you create at a spare time will be theirs or something similar.
With UE5 having Nanite, Meta Human, Lighting, Free Scan 3D Models, it's just shaming Unity which with Dots destroyed some great tools such as BOLT 2 which was coming.
If unity doesn't have a Nanite replacement it's extremely bad, also UE4/UE5 has a better organization of the system, Unity I would say switch some of your 3D assets to UE4/UE5 to salvage your assets
A game dev who utilizes assets will always beat a game dev who starts from scratch and has 100 years of experience. The key to developing is efficiency and productivity. As long as the asset is free to use or even paid, but still able to be used, you can use it!
Even the tiniest thing like adding a new autocompletion to your code because you were writing that line a lot or reducing the elements in a line of code by wrapping it into a function will improve your efficiency. The tiniest bit counts. If it can be automated, then automate it.
No wonder unreal just keeps on adding these procedural content features that help with tedious workflows that had to be done manually before. I love a lot of it, you can just paint foliage and forget that it exists. Then reshape the mesh and still have that foliage.
I've barely scratched Unreal, but I'd assume there's a lot of control over everything especially since you export the game. Unlike Roblox where it stays true to the features supported on the platform and over compresses everything.
(why am I even mentioning Roblox, it's literally a billion dollar dirt bottle that gets cleaned up by a toothpick, but for some reason it's incredibly popular, probably because you can make some quick and dirty games (which is 99% of the games, they just get released, become popular, earn a bit and die, the game itself is a 1 star) and even get "hired" to do commissions and be in teams without needing to fill any document)
I love the breakdown here... it seems the general consensus among indie game developers is basically to go with whatever your preference is. What would you suggest though for someone who is not looking to create a game but only looking to create large environments? And is there any real difference when it comes to importing assets from Blender?
@@Hepsvljn thanks. I did some more research and did decide to go with UE5.
Don't start with a harder language for the purpose of learning the harder language. You don't want to learn how object oriented code works, and an entire game framework at the same time as you're dealing with pointers and low level arrays.
Easier first is objectively better. Once you understand any object oriented language, it's easy to learn another, even if it's lower level.
I don't understand why people assume that a single developer cannot make a pretty looking game... There is a general assumption that single-developer games are relocated to pixel art 2d. Are you going to make the next GTA? No - but that is less because of how it looks and more because of how much sheer content is there.
A single developer COULD make a really stunning looking game - it's not terribly hard, especially if you use megascans and other assets. Will the game be any good? Well, that depends on the game.
So what do you recommend, especially after the recent unity news with them merging with a malware company?
@@ShahriyarAlam1 I always recommend Unreal Engine. It's powerful, can make stunning looking games by default, and has more versatility in my mind than Unity.
The ONLY area in which I'd say stick to Unity is for mobile-only game development.
I'm glad unity decided to help people make their decision after their recent scandal
ez choice right now lmao
(I will be charged 20 cents for every like after 100 likes)
every proceeding charge will be deposited into my account
Ah who remembers Lightwae, 3d studio Max and Caligari TrueSpace?
lighting in unity is horrible. the steps you will have to take to get a somewhat ok lighting is mind boggling. whiles unreal off the bat you have a good lighting to start with. Terrain tools in unity are horrible unless you are using a third party plugin, unreal have better and easier terrain editor
Beginners after watching this video - "unreal... unity... no big deal I can build."
>> after hours of research they come to the realization that their better at using google than developing a game engine.
I like both but I prefer unreal
You missed some very important points for spare time indy developers. Costs. If you work as a salaried game developer the cost isn't your problem, but when you are on your own.... You get all the same functions and options a company gets (expect maybe the priority queue for support) from the start for free with Unreal and only when you earn over 1 Million $ you have to pay 5% and reaching one million $ as a spare time developer will seldom happen. And I have the feeling that there are more free assets with Unreal ( 5-10/month and things like the quixel engine and metahumans). The price for a Unity Pro subscriptions is USD $150/month and Unity Plus subscriptions is USD $40/month. Unity Personal remains free for all eligible users, but Unity requires that developers either have a Unity Pro license or a Preferred Platform Partner License Key, to develop new projects for closed systems like Xbox, PS5, and Nintendo Switch. And you’re required to purchase a subscription plan to upgrade your license to at least a Plus license if your revenue or funds raised with Unity in the last 12 months exceed $100k in total. And you’re required to upgrade to the Pro license when your revenue exceeds $200k.
This is exactly on point. I've been using Unity but as soon as I realised I want to make a game and monetize it, Unity takes too much slice of a pie. I know I know, most indie game devs will not monetize their late night productions. Mine may as well share the same fate. BUT Unreal Engine gives you everything for free, all the advanced features that you would have to pay for in Unity and are absolute must haves if you want to track the performance of your game, have access to analytics, multiplayer (unless you are using FishNet Unity plugin which is awesome) - in Unreal you get all of that for free anyway. So long story short, as a long time Unity user I decided to go the Unreal Engine way.
Also your missing how much nanite, the lighting, Meta Human, free scanned 3D helps
Nanite requires high end gpu with DX12 and most of the times indie devs will never need to use it instead of standard LOD system as far as they not aiming for photorealism.
@@LukiGames0 hmm 🤔 makes sense but I heard it running on a very low spec PC
@@holdthetruthhostage In final release DX11 support has been removed and only GPU with DX12 support it.
@@LukiGames0 wELL WELL HMM Still worth it UE5 has basically removed the ceiling for graphics, now the race is truly on for game devs & AAA has to be scared with their lack of innovation
@@holdthetruthhostage Lack of innovation is more about money. AAA devs don't want to risk about something new when they know same thing will sell anyway.
The difference between C# and C++ is like learning to drive automatic vs. manual.
I have no doubts that I got the right path beggining with Unity. The impression that I have is that Unity is leveled with Unreal in general video games. It's way better on mobile. It's way better on VR, XR, MR, AR...
The one thing I don't understand is why everybody insists that Unreal is better with film making. Even after Unity opening capital and making a Microsoft cosplay, buying everything they could see...
because it is way better!!!!
unity is too greedy!!! unreal 5 is a game changer!!!
Its very simple to answer this question. Learn Gamedevelopment with Unity because you have to learn TONS of stuff and the Unity learningexperience is MUCH better and coding is ALOT simpler in Unity. When u got familiar with everything inside Unity and have coded some stuff like a simple RPG your good to go and take a look at Unreal. You are not that scared anymore because you are familiar with Materials, PlayerController, Meshes etc. To be clear, Unreal is the more complete Game Engine. Inside Unreal is for every single task you have to do a tool which is designed especially for a usecase. Thats not how Unity works overall. Unity is much more like a Sandbox but its alot simpler. Unreal feels pretty monolithic because you have to learn ALOOOOOOT ! But when you reach the point there you understand "the Unreal way" everything makes sense. Its pretty difficult to explain ^^
To code in Unreal is A WHOLE NEW LEVEL ! Not gonna lie at this Point its very frustrating when you come from unity because the learningmaterials from Epic are..... not there or pretty basic ....
Wanna see an example ?
Logging in Unity: Debug.Log("Hello: " + gameObject.name);
Logging in Unreal: UE_LOG(LogTemp, Warning, TEXT("Hello %s"), *YourActor->GetName());
And thats just simple logging...
Coding in Unreal can be very painful and the realy good tutorials are not that cheap (i took the full course from Tom Looman which costs me 320€ in sale... worth every single Cent to be honest but NOT CHEAP !) so yeah Unreal is a complete different topic but personaly i prefer Unreal because i understood how it works and why it works that way but that took time... MUCH TIME ! After 3 Years i can say im pretty confident with Unreal and compared to this, learning and working with Unity is for the most outside there much simpler.
Unreal is a real graphics powerhouse out of the box while Unity can achieve brilliant results too but with alot more work on rendering and shading by yourself.
So you see Pros and Cons on both sides it on you to choose 👍
welp, don't start with unity lol
learning both of them at the same time can be really good for the brain.
You will develop constant comparisons and it helps the process of learning.
Challenge yourself to do the same thing in both engines.
not unity thats fs
I really needed this. Thanks
I STARTED WITH UNREAL BUT WHEN I SWITCHED TO LINUX (I CHOSE GODOT OVER UNREAL BECAUSE UNREAL WAS NOT WORKING ON MY PC😭😭😭
Linux is an os bro
@@lixvinity that's hilarious 😂 what did I say???😂😂😂
@@lixvinity learn to read
Super Helpful!! Thank you so much, God bless you!
Nah, choose Scratch🗿
Fr 😂, scratch for pros
Assembly is where it's at
Im gonna be completely honest and say unreal is a clear choice for me and after working with unity for 5 years I just found my self reinventing the wheel a lot and unreal has everything just done for me and all ready to go unity is easier to learn but in the long run it gets more complicated than unreal
there
I said it.
How can I test my games live on Android mobile devices ?
Unity has such features to preview games live on Android mobile devices through unity connect 5 apk .
Well... we got the real answer a year or so later :P
I feel ya. I've tried Ableton, Reaper, even shelled out for Cubase and I am no closer to understanding any of tNice tutorials than I was before. I don't
There is no more contest, Unity under an ex-EA CEO leadership have merged Unity with IronSource, a malware company. Unity suffers a low blow on this one, Unreal wins.
I have been working on the tow engines but i do love unity much more than unreal , all what you say is right it just depends on what the developer just likes ❤❤
You didn't mention one that many bring up, even with bigger projects. I haven't used Unreal, so that perspective is from 2nd hand sources or from looking up game made with these engines and noticing that corroborates it.
Unreal was built as a 1st person shooter engine. It's very good at that. It's very good at making action games, not just 1st person now. Ahkam Knight was made in Unreal, and it's a pretty solid game.
But bigger studies tend to use Unity when they want to do something different. Like City Skylines or Beat Saber (both made with Unity), chosen as the engine as the devs said it gave them more versatility.
It's supposedly easier to get higher graphics out of Unreal, but as you said, for almost any indie developer, they will never hit the wall of what can be produced with either engine.
So I chose Unity as my engine of choice because it can be used to create anything, and allows easier versatility to create a wide range of game types.
UE is just as versatile but UE is a game engine and has built-in game frameworks that make 3rd person and FPS games easier. Tetris Effect was built in UE4. The major last gen fighting games (DBFZ, Guilty Gear, Mortal Kombat, SF5, Tekken) are all built using UE. So it's very definitely versatile.
@@apoclypse In fairness, I haven't used UE. And I hadn't before noticed many games made with it that didn't fit a fairly standard 1st or 3rd person setup. My decision on which to learn was based on reading reviews.
I know I can do anything I can think of in Unity. There are certain included features to support some popular designs, but I know I have the freedom to do anything. They also say Unity has better physics, but I can't vouch for that comparison at all. Never noticed any physics issues with any UE games I've played.
Although I've seen sizable studios decide on Unity for a game for the versatility, I can't truly speak for t the different. Perhaps much like graphics, most indie developers will never hit the wall with either.
There are a lot of poor games with awful graphics made with Unity. But I would genuinely say that's because of poorly skilled developers, just gives the engine a bad rep.
Ultimately, you can achieve what you want with either engine. So it's mostly preference and familiarity.
I mean tekken is made in unreal engine now, lots of racing games, etc. I think you can basically make anything in either now (from what i have gleaned, I've not even started yet)
As an advanced programmer, I can honestly say C++ is still much more difficult. I've been learning game dev for 6 years. I've learned more in 2 years of Unity than I have in 4 years of Unreal Engine.
They said getting job as unreal dev is harder than getting into apple. Getting job as unreal dev is extremely competitive. Very limited studio using unreal, you can found unity job vacancy 10x or 20x more than unreal, so only best of the best could get the job. Please anyone thought about this?
Thats not true both engine have thousand of job every week ,if you are beginner choose the engine you like work hard that's all nothing come easily
I dunno where you heard that but it sounds like crap.
Despite the comments you already recieved you are kind of correct in a sense. There are less jobs for unreal because a lot of unity jobs (during my recent search in my radius) were mobile and VR. If that is the path you want chose those because unity simply had the market first and unreal isn't targeting mobile.
Also it depends on what you want to do. are you trying to be an unreal blueprints developer? Most likely this will have the least amount of jobs . are you looking to be a c++ dev, then your skills with unreal will transfer over to inhouse engines that run off c++. This is just what I gathered from my own marketing research so take it as you will.
Also to touch on your comment about an unreal dev I think it depends how you look at it. People who apply for apple generally have BSc or MS degrees in hand where as a lot of hobbiest try to get in without post secondary education, or some sort of college. if we had 100 applicants with similar education and skillsets I'm sure more would end up with a job doing unreal for 1/3 the salary.
Anyway that's my 2cents
This is true only u Know Blueprints. But If u move to CPP UE Development You will get good High paying jobs
It was also worth mentioning that Unreal stopped supporting the WebGL build of the project. Therefore, if you want to create a browser game, then Unity is your choice.
well well well
Unreal editor for Fortnite came out for someone who doesn’t know anything about coding it made me understand unreal more bc it gave me the opportunity to mess around most of Fortnite assets and there’s blue print also there’s also verse it’s like c++ but after almost a week of making a game on Fortnite I feel more comfortable using the real unreal engine and I’m glad epic did that it’s great for beginners and I think people will be using unreal way more after messing around in unreal editor for Fortnite it also have animation so it’s good to practice how to animate