troubleshooting in unity is way easier than Unreal and im not talking about fking blueprints im talking about C++ errors. The only thing that kept me sane was using a student version of Rider IDE. After i compiled my shitty game i uninstalled EPIC GAME launcher. And dicided to do 3D Art instead i lost so many braincells.
I've started using blueprints to do mock ups and prototypes. Then I convert almost all of it to C++. Why? Because most of my game logic is in C++. I have some custom navigation and other things that are just better handled in C++. And that means I need Blueprint Implementable Events in C++ to that you can implement in BP. This allows C++ code to call BP events. It means that BP and C++ work really well together. But this going back up to BP is mostly unnecessary in my game and I like how much smaller the code is in C++ compared to the equivalent BP. I even convert most of the UI BP (although you really shouldn't be doing that). It also has another advantage. It means I have a second look to everything I've done. Unused variables, functions and events are deleted. I often realize there's a quicker or better way. The implementation almost always ends up better. I feel like I'm always learning something. But most of all, it's really fun to do. There's nothing I love doing more than deleting code and deleting BP is the next best thing.
i get headaches every time i have to work with unreal engine 5. its total trash. i cant remember one time i havent pulled my hairs out of anger. unreal is only good when you do something within the built in stuff it provides you. but when you want to implement something from scratch, be it compute shaders, something about shaders, maybe runtime mesh editing etc, a little technical stuff, theres no documentation, nothing, you just have no clue at all. looking from the side of learn from youtube kinda new programmers, its pretty straightforward. blueprints yaay i dont have to write code. but from a low level build my own systems gang, its feels like hell to get things done in ue5.
@@Mr.overload If you are going many times, to one place, and you always returning sick, there must answer, yeah ? Or if your friend, visiting you, for just 1 min, and next day you are sick, you know the answer. Your friend was sick, and not tell you anything : / Too many times, too many times, i was in this...
All these “It’s time to switch to unreal/godot etc” are such a lame. Use any engine - the knowledge you’ll get will serve you well in the future. Don’t look at these fees per installs on Unity - just learn it. Stop talking all the same how Unity is bad - just start to learn something. Every engine is good and all they have got +- the same core idea and principles. As a unity dev I can tell you there’s a great documentation on Unity and for the most beginners it will be easier to start game dev with Unity. On unreal the documentation is kinda bad, but there’s a lot of courses and some guides on the Internet + unreal have good interface so it’s like playing a game. Godot - it’s kinda overhyped but you can learn game dev with it.
Work as a game dev for 13 yrs, I use both of them. While they can do almost the same thing, Unity got 2 key advs over UE, they're .NET and UI, while UE is super friendly to the whole team, not just the programmer.
Good goog to make, you choose, and thanks, this is not another, flower, plant based, fury, strategic game with cars.. I think, making game " unique " is very deep messing with us, pit fall. I was, and i am dealing with this. And i hate this. Even when i know, this will be good scheme of the game. Maybe too long time of making the game, messing with us. Another game like nfs most wanted, of course, i waiting for this long time.
i have used unreal for more than 6 years now and blueprints is good to make a quick prototype with but the ship a actual game with it is just simply said hell. upgrading engine versions is also hell when blueprint is used. imo both engines have their own issues
But UE5 is terrible for mobile games let alone physics and optimization. You will need a high-end setup to run the shipped games from UE5 which very few people have it. If graphic is what you want, then it's fine. But UE5 is very has that "UE5 look" which always limit the creativity of your game. Wanna make your game unique? Use different engine. Don't believe me? Do some research on what the veterans has to say about this.
About: "Wanna make your game unique? Use different engine" .... that's not right, it always depend on the 3d models, animations and skills of the developer.
even if you are going to make hyperralistic game by yourself which is impossible enough, just wait until you see it you cannot use billions of polygons just bcs of nanite allows you to do that
I have used both in the beginning i find unity little better to start with so i am Starting my journey as a unity dev but i personally would love to Switch to unreal because i have used it a little and i loved it too
Unity coding is better. Unity supports hot reload, allowing you to change code while the game is running.(some store assets reduces reload time to less than 0.3seconds for a script) Unreal is practically impossible to do so. Coding become increasingly difficult for larger project. Each recompile takes minutes.
The company im working on is dropping Unity and we are moving many of our new projects to Unreal. I've been working with the engine source for couple of months, since it was required to modify and implement custom shading models, mod the gbuffer render pass and implement other render graph features. The experience has been a breeze, despite having very little information on how to customize source parts of the engine. In regards to Unreal's Engine C++ implementation, it's both easy and confusing but not for the absolute beginner. If you are new to programming and game development, it's better to stick with blueprints. Don't worry about performance at this stage.
Unreal coding is decades behinds Unity. Unity support hot reload (recompile script while the game is running). Its reload time is less than half a second. Unreal's recompile is painfully slow.
Actually I was using unity for 3 years and I switched to Unreal Engine like 2 years ago and I learned it fast so I think its actually easy to switch, like if a 13 year old boy did it you could too
It's absolutely true that setting up the tools properly to use C++ with unreal is complicated and difficult but once it's done it's not too hard to use. Do a Udemy course to get you started with c++ in unreal.