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Anyone here abandon Unity for another engine only to return later?

Discussion in 'General Discussion' started by Kev00, Sep 11, 2020.

  1. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,011
    I wonder if Unity had a good FPS movement script as a sample instead of the dumpster fire they used to include, if people would say Unity is designed with FPS in mind as well.
     
    Deleted User and Deleted User like this.
  2. Lurking-Ninja

    Lurking-Ninja

    Joined:
    Jan 20, 2015
    Posts:
    9,920
    Mind you, Unreal Engine does not have a good movement script by default. It just has one. I wouldn't put that in an actual game, but great for prototyping.

    Despite this, it is not about the movement script, it's the entire default behavior and setup. UE is really great if you make FPS or TPS games, it has many-many helpers and services you can just wire in and use them. But as soon as you start to distance yourself and your game from these, it loses its comparative advantages fast.
    If you want to mix and match these services with other type of games, you need a (or 2-3) C++ programmer real quick.
     
    glenneroo and neginfinity like this.
  3. neginfinity

    neginfinity

    Joined:
    Jan 27, 2013
    Posts:
    13,325
    It is not because of the movement script, though. It is because of overall framework design.
     
  4. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
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    Even if we accept that (and I don’t, I think it’s just something people using Unity like to say to justify their choices) it’s still better than Unity, where it really shines at prototypes and falls apart when you want to finish a project.

    It’s not a coincidence that Unity’s own Open Project was abandoned a couple of months after they said “okay, let’s polish this and finish it”. (but they did get to say “look, we are dogfooding our engine!” which I guess was really the point)
     
  5. neginfinity

    neginfinity

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    Jan 27, 2013
    Posts:
    13,325
    No, not really.

    Imagine that two people get into accident. One breaks left leg and the other breaks right leg. While you can argue that one leg is more important, in the end both are temporarily crippled.

    That's the engine situation with Unreal/Unity. Each has a major flaw in a different spot. While you can argue that you can work around it, the flaw is still there and will get in your way at some point.
     
  6. unitygnoob008

    unitygnoob008

    Joined:
    Sep 17, 2016
    Posts:
    226
    ALSV4 does look amazing.. not going to lie.

    edit:

    well, looks like unreal decided to exempt my first million from that 5% royalty.


    unity, we are friends for life but



    *walks out the door*

    edit #2:

    *walks back in*

    so, turns out, you need a Mac to deploy to Mac.
     
    Last edited: Feb 17, 2022
    giraffe1 likes this.
  7. uurha

    uurha

    Joined:
    Nov 15, 2020
    Posts:
    20
    Lul, so raged. I'm working with Unity more 2 years and never had any "unresolvable" issues with editor. And I hope you'll be happy to work with Lua))0)