I keep seeing issues with Blueprint come up and UE can be horrendously slow in that regard, though I have no UE experience. Unity keeps things simple for simple games, but the moment you want to do something outside the norm, you've a lot of work to do. The GameObject system does my head in as it causes all sorts of physics responses between objects and children you don't want. The diea of filtering them by layer is too simple, and in the end I basically have to do a lot of the tests manually, but at least Unity now has "perform a collider overlap/cast test" functions.I didn’t Find Unity any easier. But the market place in UE is pretty solid. I haven’t checked unity in a while. I don't necessarily have a preference though, I suppose, there's a little more in UE4 that I can leverage, that I fear I might have to build in Unity. But i could be entirely wrong.
Well, 5% of your total revenues (not profits!) isn't exactly cheap. It's like having a very, very expensive shareholder who wants a HUGE dividend on all your earnings, if I understand how this deal works correctly. I'd understand 5% of the profits, but rev? That's huge. Or maybe I'm just cheap.
Previously you started millions in the hole if you were going to produce multiple ports. Now, that upfront cost is gone but you may want to front your own engine for sequels if your franchise turns into something that can garner more than 1 million in unit sales at full retail.
blueprint system works fine, mainly.I keep seeing issues with Blueprint come up and UE can be horrendously slow in that regard, though I have no UE experience. Unity keeps things simple for simple games, but the moment you want to do something outside the norm, you've a lot of work to do. The GameObject system does my head in as it causes all sorts of physics responses between objects and children you don't want. The diea of filtering them by layer is too simple, and in the end I basically have to do a lot of the tests manually, but at least Unity now has "perform a collider overlap/cast test" functions.
The lack of default object pooling is also mind-numbing, but with entities that's not necessary. Unity has definitely improved a huge amount in the past couple of years and I think it's poised to become radically better, but it's not there. I also don't know what their networking is. They had a new DOTS based networking example not that long ago that I'll look into, but I don't think their networking stack is complete and field tested yet.
At least Unity are making plenty of cash and can ride out Epic's AA+ appeal to get to a position where they can compete. Perhaps the software engines is where the new console wars should be fought? Maybe we should ditch the snorefest MS and Sony sides with their lame, copycat x86 systems, and side with either Unity or Unreal and fly the banners for DOTS/Blueprint? I'm pretty damned sure my engine of choice is way better than your engine of choice!
This is what confuses me why the Coalition uses Unreal? Surely it gets quite expensive when your game sells 5 million plus. Unless there's a once off price for certain customers.
List-wars (not that you're talking about Sony in-house anyways)
Xbox Game Studios
Current
Known to use UE on last title
- Double Fine - Psychonauts 2
- Ninja Theory - Hellblade 2 & Project Mara
- Obsidian Entertainment - Grounded
- Playground Games - next-game using UE4 (job listing)
- Rare - Everwild (TBA)
Kinda nutty.
- Coalition - duh!
- Compulsion Games - Contrast/We Happy Few
- Mojang - Minecraft Dungeons
- InXile Entertainment - Bard's Tale 4 (Wasteland 3 uses Unity, however)
- Undead Labs - State of Decay