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Autodesk Stingray weaknesses compared to unity (I'll stick to unity)

Discussion in 'General Discussion' started by DGart.work, Aug 21, 2015.

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  1. DGart.work

    DGart.work

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    As some of you probably know
    I had high hopes for this new engine
    Because of the some weaknesses I still prefer Unity
    Here are some weaknesses that are enough for me, I can refer to

    lacking of blend shape support (they promised that for the next version they will add it)

    lacking of ability to produce image sequence directly inside the game engine
    (simply rendering for animation)

    you may refer to screen capture software for doing this but they're not useful if your frame rate falls blow your target fps that is 30 fps

    you have to wait for the next version for this one too
    but I won't wait , who knows what Unity is to provide for the next version
     
    Last edited: Aug 21, 2015
  2. landon912

    landon912

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    Of course you will, you love Unity unconditionally.
     
  3. traden

    traden

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    Not to mention lack of 3rd party api support. No Game center or google play integration and only support for Tegra K1 chipsets on android.

    The connectivity better Maya and Stingray is really nice though.

    It's a decent start but it'll take a while before it's really for mainstream production.
     
  4. DGart.work

    DGart.work

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    regarding to graphic
    I think the only thing missing in Unity is screen space reflection
    I hope they'll implement it for the next version
    for character shader some months ago I bought this shader pack
    https://www.assetstore.unity3d.com/en/#!/content/33606

    I doubt anyone can provide better quality with other engines
     
    Last edited: Aug 21, 2015
  5. DGart.work

    DGart.work

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    it's better not to use it for mobile game at all
     
  6. Andy-Touch

    Andy-Touch

    A Moon Shaped Bool Unity Legend

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