Can they tell the differences between installs or can’t they? Either way, they’re definitely lying to their users.

  • MrPoopyButthole@lemmy.world
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    1 year ago

    I may get downvoted to hell for this, but besides the shady business practices, Unity sucks as a game engine. You can just feel the engine eating resources for no good reason and the gfx don’t come close to UE5.

    • marcos@lemmy.world
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      1 year ago

      Oh, I don’t think anybody will disagree that Unity is completely unoptimized and barebones compared to Unreal. It is also hard to learn and confusing compared to Godot.

      There used to be a huge amount of people that wanted exactly something easier to learn than Unreal and more featureful than Godot. But those two improved in a way that this niche may not even exist anymore. Anyway, currently Unity has that unbeatable marketplace, and I really don’t know if there’s a good enough replacement somewhere, but I don’t see any other reason to use it.

      (But then, I’m not really a game developer. I’ve used those here or there, for fun.)

      • BassaForte@lemmy.world
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        1 year ago

        Not quite. Unity isn’t poorly optimized, but it’s not great either. Unity also is very easy to learn, hence the number of really shit games put out from it.

        Source: have been using Unity for the past 10 years

    • ArrowMax@feddit.de
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      1 year ago

      From a hobbyist dev who dabbled with Unity for several years: The worst part about the engine imo is the fragmentation of the entire ecosystem.

      • There are three major rendering pipelines (HDRP, URP, Legacy), each with their own specific quirks, configurations and dependencies, which are entirely incompatible with eachother.

      • Foundational packages (input handling, networking etc.) change/break way too often or have been deprecated for years without replacement (uNet) and rely on 3d party packages.

      And don’t even start with the documentation for any of the above. Multiple times have I found documentation for a rendering callback or ShaderLab parameter claiming it would be compatible with URP only to find that the documentation was supposed to be for HRDP.