>launch game
>Unity logo shows up
>uninstalled and refunded
Nothing Ever Happens Shirt $21.68 |
Nothing Ever Happens Shirt $21.68 |
>launch game
>Unity logo shows up
>uninstalled and refunded
Nothing Ever Happens Shirt $21.68 |
Nothing Ever Happens Shirt $21.68 |
Unity is actually good game engine. But if the logo shows up, the dev couldnt be bothered to pay for basic version and the game is low effort asset compilation anyway.
It's really not. It's a buggy mess that's trying to catch up to the unreal engine by hamfisting features into it that were not intended to be there (see HDRP, ShaderGraph or Visual Scripting).
Even the stuff that is already there sometimes only works by creating your own solutions, making the engine basically only a graphics display. You can't even edit multiple objects/prefabs at once.
However it's very easy to get into for beginners, since C# is an easy language and they have better quantity and quality tutorials aswell as a better marketplace for plugins.
UE4/5 is better in every single possible way. Only it's very overwhelming to get into at first. Especially if you immediately start with a C++ project without prior knowledge. If you don't know what you're doing, you'd start a C++ project and it'd immediately fail to compile.That's user error though.
Also, UE is open source.
Pretty dumb argument they both cater to different needs.
and you answered it in your own rant, Unity is a budget easy to use one size fits all*.
UE is a premium hard to use one size fits all*.
Besides really gamers only play games made on custom engines built for the specific game UE shill.
i stopped using UE because of build times
i dont need anything more than unity.
You only use UE for soulless photorealistic garbage
>You only use UE for soulless photorealistic garbage
Here's an example. I've never really done anything network/multiplayer wise. So I wanted to try it out in unity.
I just created a simple capsule I wanted to be able to move and jump using a character controller. Movement was easy enough, however the "character" just started to sometimes "Ascend" for no reason. Standing in the air as if there was an invisible step. I only used a straight large plane though, nothing around.
Fine, I thought to myself, just a practice run anyway.
Then came the jumping. I've done that before, multiple times. Never with a character controller component though. Turns out you have to add your own gravity and displace him. Weird, since unity has a physics engine, yet the character controller doesn't use it?
Anyway. Jumping worked, but I needed a grounding check so you can't jump infinitely.
The isGrounded property just straight up doesn't work. So tried figuring that out for like an hour or more. You gotta do some weird ass frickery where the character moves without moving so isGrounded gets updated, which is beyond moronic. So I just cast a ray downwards and that worked instantly.
Now finally I'm at the network part. So I try using the integrated Unity.Networking namespace. Turns out, it has nothing to do with multiplayer at all. So I check the registry for plugins to enable, but find nothing.
After a bit of googling, I find that you have to import "NetCode" from some Unity git repo. So I do that. It comes with its own components you HAVE to use. And it doesn't work with a character controller. So all that work I did before was useless wasted time. And to test if networking works, you have to BUILD the game. Can't test that in the editor.
Went back to unreal. Created a blank project and default character. Enabled networking and told UE to spawn 3 characters. Done. I could test it in editor.
Literally just google how to multiplayer unity and follow the video.
>Want to learn how networking is done
>Just follow the tutorial blindly :^)
This is why most unity games and unitys reputation suck ass. Unity ""Devs"" just follow a tutorial or copy past from stack overflow without understanding what the frick they're doing resulting in buggy messes and barely working games as soon as they want to modify anything they copy pasted.
I want to KNOW how it works. I want to know exactly how and why I did something. That you can only get by figuring it out yourself. Of course I could've googled "Multiplayer Template" and just used that. But I would've gained nothing.
In unreal everything was there. In my wall of text I summarized the unreal part a lot. But everything I wanted to do, I didn't need to look up, I just followed a logical path that I would do to implement multiplayer. (Making char > adding movement > start a server / client > send / receive info > etc)
Then why the frick is it there. I've made custom shit in unity before. But I wanted a quick Character with collision that respects heights and can jump. Besides, you say "make your own". I'd love to see your custom implementation of step height, slope limit and pathfinding on a custom made navmesh
>Then why the frick is it there. I've made custom shit in unity before. But I wanted a quick Character with collision that respects heights and can jump. Besides, you say "make your own". I'd love to see your custom implementation of step height, slope limit and pathfinding on a custom made navmesh
How the frick would I know why it's there? unity is moronic, that's why
Also step height and slope limit can probably be done by using physics material and tweaking shit in rigidbody of your object (I just guess since I only do 2D shit and never had to do anything like it)
>RigidBody + Physics Material
Bet you add force for movement too lmao
Actual proper implementation for Stepping, Collision, Slopes and NavMesh is in the CharacterController. But the Controller sucks major dicks. It's as if it's made for point and click movement like Diablo, and anything else was just an afterthought.
And now, instead of updating their shitty components, they update their engine with Visual Scripting, Rendering or User Interface shit. Implying usability and graphics are the most important parts of a game.
>too stupid to learn from tutorials
I'm sorry.
>Here's your unity netcode tutorial bro
>24 minutes where you just copy what the dude is doing
>Just watch this tutorial and you'll be able to make 256 vs 256 player lobbies with advanced movement and physics
You will never be a real game dev. You will forever be stuck at "Ah shit, can't find a tutorial for X, guess I can't make that feature".
Nu-devs like your truly are the wienerroaches of modern game development and the reason most modern games get release as buggy messes.
>Major progress in game dev technologies
>Games are worse and buggier than they were 20 years ago
Guess they didn't have a "How to make Battlefield 6" tutorial when they made that game, as example.
You don't need to invent anything new when making a game. 99% of the things have already been done. You just re-use already done ideas and mix them together. Also if you don't know how something works just fricking Google the function or something. You are not the first one doing so.
>You don't need to invent anything new when making a game
>Why are all games so alike these days?
Stop playing moronic. Like to make a Battlefield you don't need a tutorial on "how to make Battlefield", it's a first person shooter with certain elements so you just look up how those elements are made. Like how when you draw a car you don't actually draw... the car. You use different shapes and blend them together until you get what you want. It's up to you choose which elements you use and mix, if the game becomes a clone with no identity then you chose poorly.
That's true. But you should understand the fricking previous implementations. Not just "do it". You won't be able to build on it otherwise.
I assumed that I was talking with people who have some background on programming and games (which means that you know how to get answers), of course I would not say lol just do it to someone completely new.
I've followed some tutorials for things in Blender before but realized it's better to just use them to at least get some base knowledge on how to replicate the effect myself.
Tried doing something by myself without input from videos later on and it was actually way more fun and gave me a better sense of achievement. (although it takes shit ton longer to figure out what's the best approach for what you had in mind, and frankly speaking, other people's ways of replicating the effect you're looking for as sometimes just easier to do than what you might've found out by yourself)
>using character controller at all
Black person, create your own, it's literally that easy lmao, nobody uses that shit.
You are a fricking moron. Nothing in your post is correct, in fact, it is quite literally the opposite. But you knew this already and decided to lie about it anyway. Dilate, you fricking disgusting, dickless troony homosexual.
lol no, is slso bad among AAA games too.
If the online fails in your first hous of play in a game you can already tell is made in unity, they also crash a lot and is slow in AAA games, the only good unity game is Genshin impact, wich performaance is a miracle among unity games, they could't really fix online thou
Netcode is a b***h, true.
Unity got an update regarding that in a last few months but well that will work we'll have to see for ourselves.
Ideal future is where unity goes open source and they just maintain asset store.
ultrakill
cuphead
You've never done that. poser.
Is this a thread where we shill our favorite games (Unity)?
Yes.
Return of the Obra Dinn was made on Unity. I encourage everyone to check this game's TIG forum thread, it's really insightful.
im not using anything other than unity sorry, i need the endless tutorials and stackexchange threads because im incompetent as shit
I don't play willfully incompetent games
>cares about game-making first and programming autism second
I will now pay for your game.
>Launch game
>UE4 logo shows up
>PC fans goes into overdrive
me anytime i try to play hat in time
nice try timmy
>Launch porn game
>Unity logo shows up
>PC fans go BRRRRRRRRRR
>launch porn game
>Unity logo shows up
>it shows up for all to see in Steam
>Unity is laying off hundreds of employees
>the company's stock price has fallen more than 40% since then, and more than 70% this year alone.
>https://www.protocol.com/bulletins/unity-layoffs-game-engine
OH NO NO NO NO UNITYBROS
I used to hate Unity a lot, but now I think I hate UE4/5 games even more.
I'm pretty sure they use the default character controller in Neon White and that game got 98% positive user reviews while you nerds here argue what is le best way to program.
>launch game
>this particular asset pack shows up
is that road 96 or how is it called
It's some landlord simulator or something
I will never buy a synty asset game. I also am a little sad that tactical breach wizards is kinda going for this style. :/
>launch a different game
>this particular asset shows up, again
>launch game
>Unity logo shows up
>it's GOTY
>he doesn't just blit pixels with sdl
Let me guess, you need "more".
fricking seriously, is this the only available free/cheapest pack around?
It's cheap, decent looking, has lot of options and is consistent.
>ITT: zoomers assume that an entire engine is bad when 99% of shovelware is made with it by devs who have zero skill or money
shows how little Ganker knows about actual game development
>daily ue shill threads
All you're telling me is that unreal engine is shit.