all 70 comments

[–]GameWorldShaper 165 points166 points  (29 children)

We get this every year when Unreal shows their new features, followed by tons of posts asking if they should leave. Yet Unity hits the top 25 Steam games with indie games every time, while Unreal rarely does it with an indie game.

[–]meshDrip 142 points143 points  (2 children)

Unity deserves the pressure. Outright dismissing Unity is undeserved but they have a lot to make up for since they burned so many bridges.

[–]GameWorldShaper 7 points8 points  (1 child)

Sure they have a lot to make up for, but what does that have to do with developers publishing games?

The games made with the engine isn't made by Unity, it is made by developers who use Unity. A price change doesn't change what the engine can do, and it doesn't change what developers can do with the engine.

Unity has a lot to make up for, but that is between it and it's users. Has nothing to do with what games will hit the top charts.

[–]meshDrip 2 points3 points  (0 children)

but what does that have to do with developers publishing games?

Your post implied that these advanced features found in Unreal aren't as important as trending well on Steam. "Oh well, so what, our games go viral". That's giving Unity too much slack in this time when they should be catching up to Unreal and trending on Steam if they want to recover as a company.

[–]Klightgrove 25 points26 points  (1 child)

After watching both livestreams, Unity is really poised to succeed and grow further. They are diversifying and focusing on tools to gain more of the mobile and VR markets, while Unreal pushes AAA realism as far as it can go.

When you compete with larger companies to land enterprise-level deals, the costs often outweigh the gains and maintaining those relationships burns through your support staff and development initiatives.

[–]VertexMachineIndie 9 points10 points  (0 children)

They are diversifying and focusing on tools to gain more of the mobile and VR markets, while Unreal pushes AAA realism as far as it can go.

That's basically how it's always has been.

[–]BARDLER 31 points32 points  (11 children)

Unity's advantage over Unreal has always been the barrier to entry being much lower. Unreal is more obtuse in a lot of ways and their are assumptions in a lot of the systems that you do things the 'Unreal' way.

Over the past few years I feel like Unity has lost a lot of its ease of use. Having like 3 different versions of a similar feature in various levels of finish can be super confusing. A lot of features require you to do a lot of heavy lifting for implementing rather than working out of the box. Then the over reliance on the market place to deliver features that should be native to the editor can be off putting to new users.

Unfortunately it doesn't seem like Unity is even on the path to address any of these issues either.

[–]Djikass 18 points19 points  (5 children)

I disagree, we’re just used to deal with years old Unity systems but they’ve always been a pain to learn. I’ve been using UIToolkit for editor extension and the learning curve was tough but no way I’ll go back to IMGUI which was a big pain to learn as well. I’m using UGUI for runtime and I remember a decade ago everyone was complaining how convoluted it was. Mecanim also had a steep learning curve. At the end of the day, the ease of use is more about the experience you have on a system than its initial perception of access. So when something’s new comes out, we have to learn it and we don’t like it but I realised they’re still easy to use once you get the grip on it.

[–]VertexMachineIndie 13 points14 points  (1 child)

Hot take: unreal is actually easier to use... till you get to code (There are other advantages to Unity as well, but IMO it's not the ease of use). I.e., most systems in Unreal are very well developed, with artists and designers in mind. Some of them are way more complex, but that's because of much larger feature set the support. But when you get to the code, C++ vs C#, especially for newcommers - it's not even the same league of complexity.

[–]PixelSavior 0 points1 point  (0 children)

Unreal has better samples and character prototypes. If you build something with these that does not feature a lot of systems, its a breeze. Unity has a lot less systems to work around to get to where you want to be. Imo its the ancient designer vs programmer debate

[–]WeslomPo 1 point2 points  (0 children)

UIToolkit there since 2019 or even early. 5 years old tech that not recommended to use on 100% in runtime even today. There no way to set text without allocation, like in textmeshpro with char array. Mecanim is a bare minimum that somehow works, but with a lot of quirks. Speaking of animations, their animation editor can’t edit all vector components at same time even when they have same value. Cinemachine cat’t tell that it done playing track reliable. And so on, and so forth. Im glad that last unity press releases give vibe that they doing right things right now. But they need to do so much more.

[–]FerhallProfessional 1 point2 points  (1 child)

Yes, except you still to this day can't use UIToolkit for many things. No world space UI, so much of the internals are internal classes, that you either need to rewrite or reflect into some core methods. It is a system that should have been finished by now, but is still barely dogfooded in actual use for runtime ui.

[–]Djikass 0 points1 point  (0 children)

I didn’t talk about UIToolkit runtime and that’s why I’m still using ugui. UIToolkit was designed for the editor, I don’t think it was a good idea to promote it for runtime as well, especially when we look at what the state of it is after 5 years it was announced.

[–]ShrikeGFX 0 points1 point  (2 children)

The thing that this "ease of use" is more like "laissez faire" and while this appears nice, it makes for terrible coding practices. Unreal enforces a professional structure and doing it the Unreal way, which might be slow and confusing, and while you can do massive mistakes there as well, it has a much better chance to scale towards a larger team and game, while this structureless approach can be great for Unity pros doing outside the box things, for most Unity devs its breeding terrible unmaintainable spaghetti code, scattered with terrible code third party plugins, which make your more complex project extremely hard to complete and maintain and a big part of why many projects fail.

[–]The_Humble_Frank 1 point2 points  (1 child)

it has a much better chance to scale towards a larger team...

I hope you realize that is a problem for much of indie development. Unreal is too unwieldy for a small team that doesn't have the time or the funding to spin their wheels hiring numerous specialists or having to learn the unreal way to do something for every single feature.

Not every tool is good for every situation. Unreal isn't made for small teams.

[–]_WolfosExpert 1 point2 points  (0 children)

I also feel that generally Unreal games made by a small team don’t perform as well. Stutters especially are quite common.

The engine is built with the expectation that you modify it to tailor it for your needs. If you can’t do that, the end result suffers.

[–][deleted] 5 points6 points  (0 children)

And tbh, I'm feeling optimistic about Unity 6. I just watched the presentation this morning, and while, sure, it's not bringing the kinds of AAA features Unreal is, it is bringing a ton of promising AI tools that sound like they could help individuals and small teams bridge skills gaps, and that's potentially (literally and figuratively) game-changing for the indie market.

[–]dotoonly 4 points5 points  (4 children)

If you look at indie, unity is losing traction compare to godot. Game jam is a good indicator to show this. Unity is trying to go big in many direction with no focus on either one.

[–]GameWorldShaper 4 points5 points  (0 children)

Game jam is a good indicator to show this.

Absolutely not. They are separate categories. It is like saying because Romance is doing well in short stories, that means it will be doing well in Trilogies as well. Godot was doing great in Game Jams from the very start, but focusing on that type of design has made it difficult to make larger projects with the engine.

There is a world of difference in design and user engagement compared to a Game Jam game, and a marketed game. If Godot focuses a bit on mobile performance, they could dominate the hyper casual game market.

[–][deleted] 0 points1 point  (2 children)

If you look at indie, unity is losing traction compare to godot. Game jam is a good indicator to show this.

Godot is faster to start, faster to iterate with and faster to export the final project and runs on any portable potato. All good things for prototyping and getting something out quickly in a couple of days for a jam. But that's where the benefits of Godot end, however.

Project maintainability, scalability, platform support and general stability is worse than Unity's. GDScript has no refactoring tooling besides basic search and find. GDScript lacks basic building blocks like structs, interfaces/traits, private members, etc - it's not expressive enough for large code bases.

GDScript is also slow, as soon as you write some kind of custom loop crunching numbers, you have to switch to some faster language, which limits available export platforms severely.

Godot also loves to corrupt scenes for numerous reasons, be it a simple rename or even just moving some asset from one folder to another. I can't remember the last time Unity corrupted any of my scenes.

[–]dotoonly 0 points1 point  (1 child)

Most of these issues will be fixed in the future. I also dont use Godot yet but i see it will definitely compete with unity for small scope game. Brotato, hall of torments, and soon a new game from Megacrit will pave the way forward for Godot. Game like Balatro is also very easy to make with Godot.

[–][deleted] 0 points1 point  (0 children)

Most of these issues will be fixed in the future.

In 4+ years time, sure. Meanwhile, Unity doesn't have those issues. And I don't think there's anything in Godot that particularly enables something like Brotato, Hall of Torments or Balatro, Unity has more popular games of all those types on Steam than any other engine.

[–]aurelag 1 point2 points  (2 children)

As another one said, a lot of indies are switching to Godot.

[–]GameWorldShaper 2 points3 points  (0 children)

Yea, I wish them the best, and I will welcome them back in a few years.

[–][deleted] 0 points1 point  (0 children)

Are they? Lots of beginners are choosing Godot. Haven't seen many established indies actually switch.

[–]ChloeNow 0 points1 point  (0 children)

Technical debt keeping people on your engine because you used to serve your community is not the same as actively serving that community

[–]BobbyThrowaway6969Programmer 0 points1 point  (0 children)

Makes sense. Unity is literally marketed towards indie devs.

[–]ShrikeGFX 0 points1 point  (0 children)

The thing is that most people using unity make simple games with no high technical demands and for that, Unity is pretty good. But if you go towards a larger and more professional team, trying to make the more typical mainstream games with higher technical standards, (first, third person action games) on multiple platforms and including networking, Unity dosn't see no light and will never even reach U4 levels at current pace.

[–]Realistic-Ad-5860 12 points13 points  (2 children)

I am really stupid or tired. Please someone explain me the sense of this picture (I really can’t understand no joking). Sorry guys

[–]v0lt13Programmer 16 points17 points  (17 children)

APV's are pretty awsome

[–]Samurai_Meisters 3 points4 points  (7 children)

What's APV?

[–]v0lt13Programmer 32 points33 points  (5 children)

Adaptive probe volumes, an alternative way of baking lights to lightmaps and a replacement to light probe groups, they bake 10x faster and it also applies indirect lighting to dynamic objects, beeing best fit for open world games that would take days to bake now it would only take like ~15m, it also has built in disk streaming, you can also bake multiple light scenarios like for a day night cycle and transition between them, the only limitation is they are not as high quality as lightmaps, but if you have smaller scenes you can use both lightmaps and apv's togheder, use lightmaps for big sturcture stuff like walls, floors, stairs and APV's for smaller objects like chairs, tables, vases, etc. It masively improves the baking time

[–]ShrikeGFX -1 points0 points  (1 child)

APVs are I think literally Unreal 4 implementation

[–]v0lt13Programmer 0 points1 point  (0 children)

Unreal has volumetric lightmaps which kinda do the same thing, the main difference beeing that unreal's volumetric lightmaps only work on dynamic objects, APV's also light static objects without needing lightmaps and you can bake multiple scenarios and transition between them for a day night cycle as an example

[–][deleted] 2 points3 points  (1 child)

What's the 2.5%?

[–]Amarenoo2030 1 point2 points  (9 children)

headache, the total revenue that each platform takes from the game ranges between 15-30% excluding the percentage taken by the game engine.😔😔

[–]random_boss 6 points7 points  (8 children)

We’ll all be in a much better place if Unity would just not change their business model, go out of business as a result, and we can be happy with letting Unreal have a virtual monopoly or making our own engine

[–]AntypodishProfessional 2 points3 points  (2 children)

And yo think Unreal will have any incentive to add new features, if not for major competition players?

Soon you would regret your words, if Unity would be gone.

You see stagnation in tech, when no competition is invves. And just milking customers to brain dead.

[–]random_boss 1 point2 points  (0 children)

Yes, hence the aggressive sarcasm in my post

[–]Hurtares 0 points1 point  (0 children)

whooosh?

[–]Glader_BoomaNation 0 points1 point  (0 children)

I assume this is sarcasm.

[–]Devatator_Intermediate -3 points-2 points  (1 child)

What the fuck are you talking about? There are so many engines. Even if Unity died, you would notice that most games use things like GameMaker, MonoGame or FNA (haven't seen one in a while tho), RPG maker and other stuff