Maybe I'll test it, but I still prefer the security, the absolute - it's extreme - stability of Unity (it hasn't broken here ever in a year of use or anything like that). Today I saw that they, from Unreal, released version 5 of their engine. it will continue to be, for people like me, just beautiful. Yesterday I learned cool things in Unity, for example, how to compose the lens flare effect from scratch (including how to do it in photoshop to be used in Unity).įor sure, that beautiful city of Unreal, in my eyes, wow, I'm impressed, but I have no illusions about. I still think that Unity's focus should remain on developing tools for 'old donkeys' like me (it's an extremely mild ironic expression in my country) things that facilitate small, mini-projects. I don't know - because I don't know my friends - how or what you guys produce, apparently you're experienced, at least for me, and that's commendable in all respects. I can't find anything on the internet about it, nor in the Unity documentation (which is limited to talking about two axes, XZ). Unity has a really good graphic for me as I just want to make small, tiny prototypes and/or dev game ideas. I'm being - literally - beaten up in Unity/C# because I don't know how to move a simple object, using point and click system, in the 3 axes of the Cartesian plane. Unity needs a project where the features are really field tested in a demanding scenario, where you see that terrain package suddenly clogs up your play times, or text mesh pro breaks apart, or polybrush is glitchy, or pro builder is adding loading times, or shader graph is way more clunky than ASE, or light baking is akin to black magic, or terrain is essentially unusable. Things like polybrush, probuilder, terrain tools, shader graph, text, UI, light baking should be dead solid but right now most of these are tacked on, unstable potential liabilities which seem hardly maintained or actually used. Unity is still catching up with many of the basics while unreal has the foot in the door of making render engines, video editors, particle simulations, modeling tools, animation tools, baking tools, fluid simulations, UV editors, audio engines, physics engines, terrain engines optional/obsolete. Unity terrain supports 8 layers in 2022, making your own material requires an expert shader programmer in the team, essentially unusable for anything current gen looking. Unreal had a material editor on terrain since Unreal 2, has solved and already deprecated tessellation, 3 ways of blending meshes, procedual generation, multi collaboration, partitions, river systems and whatnot. Unity hasnt even reached the point of integrating vertex coloring natively and just added SSAO to URP. Unreal started with BSP brushes last century, now is adding full modeling packages, procedural and scriptable modeling, UV mapping in engine, Texture baking in engine, retopology, remeshing, fluid simulations and more in engine Unreal is solving draw calls, texturing, partially making UV mapping and texturing obsolete Unity hasnt even reached good working light baking. Unreal solves light baking, raytracing is now deprecrated, and now having it all realtime, and is now out to kill render engines
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