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Unity forum particle playground
Unity forum particle playground













unity forum particle playground
  1. #Unity forum particle playground code#
  2. #Unity forum particle playground professional#

I started using Unity at school and I can see that the scenes and tools are almost the same. They keep each other honest.īy now I’m sure you learned a little bit more about Unreal Engine, so is it possible that you make another comparison?īecause I’ve been using Unreal engine for 2 - 3 years and learning Blueprints was pretty easy thanks to the forums but mostly the pre-made scenes by Epic where soo useful. If I could take the best parts of both, I’d be a happy boy.

#Unity forum particle playground code#

The problem with putting a methodology on a code base is you still have to understand the underlying code base to effectively use the methodology. And there are A LOT of underlying mysterious not-easily-understood things. I love the blueprint concept but you have to know what all the underlying things are to start connecting things and make them really work. I just have an easier time getting basic things to work with relatively small snippets of C# code in Unity. Again - probably should be a draw, but for me, a negative. LOL What a topsy-turvy world we live in.Ħ.) Blueprints. They use struct based custom-built collections with no garbage collection to get threads to perform infinitely better essentially undoing several of the key things that made C# what it is. Note: Ironically, Unity’s jobs system is reverting C# back to C++ concepts in a number of ways. If all other things were equal I would convert everything to C++. Unity gets marks for using the easy one I can actually get stuff done with. Unreal gets marks for using the right language for performance. Either way, my main game structures are all in C# and that’s a lot to convert to C++. But many developers are not proficient which is what led to Java/C# in the first place. I will call this one a draw because ultimately C++ should perform better in the hands of a proficient developer. I can’t find equivalents in UE4 which scares me. I spend more than that on lunches in a month and maybe sometimes in a week. And for the most part, I only have to pay about $2-300 to really get what I need - although I want more. And I can see a path to completion with Unity because all the extras I need are on the store. Unity’s lack of integration for key components has caused the user base to come up with some incredibly helpful and performant tools. Ĥ.) I know everyone will disagree with this, but the asset store/marketplace for Unreal compared to Unity is a negative. Being able to refactor large projects is absolutely crucial for anything beyond hello world. As a developer this scares the bejezus out of me. Unreal has a LOT of forum posts on how incredibly painful this is and resolving the missing folder references meh… What this means to me is that all the real underlying work being done under this great facade is very fragile and prone to breaking. Unity can do this with absolutely no problem. ģ.) What really gets me is the folder structure and ability to reorganize as you get deeper into the project. But the actual question/answer section didn’t come at all with a ‘cannot connect to service’. ++Ģ.) So as I’m trying to resolve issues, it initially takes me FOREVER to bring up the documentation. Unity seems old and clunky like Blender or Informatica.

#Unity forum particle playground professional#

But after the following experience it won’t be by me.ġ.) I’m initially impressed by the overall professional appearance of the launcher and editor. I came here because it has a lot of positives in its favor. I’d prefer it all be integrated but at least it doesn’t keep me from making progress.Īnd obviously Unreal Engine 4 has been used to produce stuff that’s truly awesome. There are also a huge number of things I’m either waiting for jobs system drool or will have to pay for - which I’m ok with. Granted it currently looks like complete ■■■■ but I’m no artist. So I’ve played around with Unity and have been able to prototype all the functionality I need.

unity forum particle playground

For some reason, in 2018, I still can’t build and fly capital ships in real fleet engagements in my one-and-only-ultra-favorite-best-all-time-genre STAR WARS!!! The closest I’ve come to this is ultra crappy X-Rebirth or semi-crappy EVE which got really boring after 5 years.

unity forum particle playground

And I know there are many others out there that want to do the same thing - just because now it’s possible.īasically I want to fly fleets of Star Destroyers, Venators etc and pewpew the ■■■■ out of other fleets (as in actually fly the capital ships) in what equates to a large 4x sandbox Star Wars universe.

unity forum particle playground

But still… I would like to prototype my ‘grand idea’ enough to get momentum with other amateurs to build something cool. I’ve been in IT my whole life as an application/BI developer for 20 odd years, so I no longer have any real delusions of grandeur about churning out my own AAA game. First of all, let me start by saying I’m a complete amateur when it comes to game development.















Unity forum particle playground