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A Return to Unity? - The Great Escape Postmortem [HEJ Game Jam 2024 - January] 

Bence Mervay
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22 окт 2024

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Комментарии : 12   
@redragon1229
@redragon1229 8 месяцев назад
Huh?. You can paint with Polybrush on any static mesh, if you select more than one mesh then on multiple meshes at once. You can paint multiple prefab types at the same time as well. Audio Random Container exists. Hot Reload exists and is free with Personal license. You can write simplest prefab spawner script that projects trees onto terrain by shooting rays based on Mathf.PerlinNoise, it's literally 10 lines of code, you can write it faster than booting up your average UE project. Unity is "barebones" because it pushed everything to packages to reduce unnecessary bloat. Are you sure you're familiar with this engine at all?
@bencemervay
@bencemervay 8 месяцев назад
Hello! Yes, I am familiar with the engine. I have been using it for 4 years, 1 year as a professional (I worked at a small studio). I wrote game logic in Unity as well as multiple editor extensions (terrain painter and foliage spawner, HLOD creator, day-night system). I specifically said in the video that the things I talked about and was missing compared to Unreal can be developed for Unity (and I did develop many such systems). I just find it better that these systems are already inside the editor instead of having to import them over and over again from old projects. About Polybrush: I tried it years ago, at that time it was not a very good tool, I fo not know if it was improved. Polybrush paints prefabs not GPU instanced foliage, so Unreal is definitely better in this regard. However Polybrush is not part of the engine out of the box just like PCG in Unreal, so in terms of painting interactable stuff I give Polybrush credit. Audio Random Container: I was not aware of this component, according to the user guide it was introduced in 2023.2, so it is quite new. Good to know about it, thanks! Hot reload: I googled it, only found some assets with this name. Did you mean that? What I was talking about is good old fashioned "open visual studio, change code, save" workflow. I worked like this for 4 years, and I noticed that code compilation takes considerably longer than for older Unity versions. I hope that I have clarified all your questions.
@redragon1229
@redragon1229 8 месяцев назад
​@@bencemervay If you needed to draw GPUI grass you would just use the standard Terrain tools, you don't even need Polybrush (Who can still GPUI given the material\mesh are suitable). You know what, it doesn't matter. These 4 years - 1 as a professional - don't see it, sorry. Good luck with UE.
@bencemervay
@bencemervay 7 месяцев назад
@@redragon1229 no, it shows that YOU do not know Unreal. In Unity the foliage tool is part of the terrain toolset. Because of this, you can only paint with it on the terrain itself. In Unreal, the foliage tool is decoupled from the terrain tool, which enables the foliage to be painted both to the terrain AND to static meshes. And this tool is not an additional tool like Polybrush, it is part of the engine by default. I used to be a Unity fanboy. I still like the engine very much, and I have roughly 10x more experience with it than with Unreal. I just found refreshing that Unreal has many of these quality of life improving features that Unity does not, and I wanted to point that out.
@redragon1229
@redragon1229 7 месяцев назад
​@@bencemervay I don't even talk about the UE toolset, wth do I even need to know UE, lol? The UE's brushtool is literally Polybrush (works on any mesh), but Unity in addition, has Terrain tools for terrains specifically, which I assume you used when you wanted to draw grass. Nevertheless, both tools would do the job but using Terrain tools would just be more logical in this case. Defending preloaded bloat is beyond me. How hard is it to click exactly 3 times to install a package? Surely, it's worth the inflated size and the extra time to load tools that you'll never use. Well, at least you don't have to make those 3 clicks...
@bencemervay
@bencemervay 7 месяцев назад
@@redragon1229 so, if I only develop in 2D, I should not use unity because it has 3D features which I won't use, so unity is bloated and I should not use a bloated software? Because this is what your logic implies.
@ManvirSingh-p7t
@ManvirSingh-p7t 6 месяцев назад
Can i make +100 levels in my game without any subscription in unity
@bencemervay
@bencemervay 6 месяцев назад
Yes
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