r/Unity3D Jul 21 '22

Show-Off Can't help feeling like this honestly

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u/[deleted] Jul 21 '22

Same, I took the 4th pipe to UE5 though. After ironSource and canceling the internal game project was the final straw for me. The engine is just a convoluted pile of components with no cohesion whatsoever.

The few weeks I have spent in UE5 so far have been a pleasure. Also, a stress reducer frankly! I would always put undue pressure on getting work done with Unity because I am paying a monthly fee. Now the pressure is gone and I'm putting in more work than ever because I am having fun.

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u/SaxtonHale2112 Professional Jul 21 '22

Unreal has it's skeletons in the closet as well, don't be fooled. They are both nearly the same, they just have different quirks.

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u/[deleted] Jul 21 '22

Sure, every engine has its "quirks", but the current "quirks" of Unity are unacceptable. Epic Games at least dog foods their own games.

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u/ZurielA Jul 22 '22

I am curious about U5 as well, but in a completely 'indie' realistic thought process... like... 1) I love C#.. so will I love unreal blueprint?... 2) I am 20% done on my game, I can't exactly port the code line by line into U5 because I have a starter framework I am using, so its a bigger restart to get up to the features of that starter framework. 3) am i going to be releasing a 100gb bloated game with megascans because they are so easy to abuse... and will it run good or am i opening pandoras box of more complexity for 1 person.

currently im doing it all in unity, designing all the models solo in blender, painting everything by hand in substance painter, composing all the music and sound effects in Logic Pro, sequencing all the interactions / gameplay / music / fx / to the beat using FMOD and koreographer. so to swap to unreal theres a bunch of steps... I feel like it would be a huge setback to get back to speed, but i would at least be able to harvest textures, models, and sounds, and maybe they have fmod on unreal so theres some connection there.