Paridot
Paridot
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Why I Still Use Unity
Sharing my perspective on Unity and switching game engines
Great place to support my videos :)
ko-fi.com/paridot
Join our Discord Server
discord.gg/TfYJfSJmED
Checkout our game RUIN
store.steampowered.com/app/2500620/Ruin/
Переглядів: 10 539

Відео

Procedurally Animating Text in Unity
Переглядів 7237 місяців тому
I made a cool little tool for creating text animations in Unity using TextMeshPro. Here's how I made it! Rich Text Attribute docs: digitalnativestudios.com/textmeshpro/docs/rich-text/ If you'd like to support me making these videos, this is a great place to do so :) ko-fi.com/paridot Join our Discord Server! discord.gg/TfYJfSJmED Checkout our game RUIN! store.steampowered.com/app/2500620/Ruin/
Making Rail Junctions on a Multi-Path Spline in Unity
Переглядів 4,9 тис.8 місяців тому
Quick tutorial to make junctions for a physics based train moving on a spline container with multiple paths. Happy Holidays! If you'd like to support me making these videos, this is a great place to do so :) ko-fi.com/paridot Splines v2.2.1 Package Manual: docs.unity3d.com/Packages/com.unity.splines@2.2/manual/index.html Other Spline Train Videos: ua-cam.com/video/fNIrXVBuMqI/v-deo.html GitHub ...
We Made Our First Steam Game! ( And Channel Update )
Переглядів 2779 місяців тому
RUIN is coming to Steam Nov 14! It's a difficult precision platformer with 75 levels across 3 worlds. Make sure to bring out your controller for this one. 0:00 - RUIN announcement 1:15 - Channel Update RUIN on Steam: store.steampowered.com/app/2500620/Ruin/ Join our Discord Server! discord.gg/TfYJfSJmED
Using Configurable Joints to Make Train Couplers in Unity
Переглядів 7 тис.Рік тому
Hey Everyone! Here's a quick tutorial on how to setup configurable joints in such a way to make them act like train couplers. I hope you find it helpful! This is a follow up to a video on making physics based spline movement where I also implemented a train, but the joints in that video were pretty atrocious. Do these joints instead, they are much better. The physics stuff in that video was pre...
How Slow are Unity Events?
Переглядів 10 тис.Рік тому
A quick look at the speed of UnityEvents compared to C# Events and Multicast Delegates. If you'd like to support me making these videos, this is a great place to do so :) ko-fi.com/paridot Join our Discord Server! discord.gg/TfYJfSJmED Wishlist our game RUIN! store.steampowered.com/app/2500620/Ruin/ Music: "Late Night Radio" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By At...
How I Programmed a Multi-Dimensional Platformer
Переглядів 1,8 тис.Рік тому
Ever wanted to make a platformer in both 2D AND 3D? I'll show you how I transition between both dimensions in this video. Check out the final product: paridot-games.itch.io/iwbtf If you'd like to support me making these videos, this is a great place to do so :) ko-fi.com/paridot My recent video on Unity's Input System: ua-cam.com/video/ZHOWqF-b51k/v-deo.html Join our Discord Server! discord.gg/...
Use Unity's Input System Like a Pro
Переглядів 28 тис.Рік тому
You may have used Unity's new input system, but you could probably be using it better. I'll show you how to create your own input map abstraction which will make writing control scripts way easier. If you'd like to support me making these videos, this is a great place to do so :) ko-fi.com/paridot Unity Open Project: github.com/UnityTechnologies/open-project-1 Input System Documentation (Callba...
Making a Spline Train Using Rigidbodies to Move | Unity C#
Переглядів 20 тис.Рік тому
Instead of animating a train along a spline, I wanted it to move using physical forces instead. I'll show you how I accomplished that in this video! If you'd like to support me making these videos, this is a great place to do so :) ko-fi.com/paridot The method for coupling carts done here has been vastly improved in a new video. Go check it out! ua-cam.com/video/F2CWDjjyadM/v-deo.html 0:00 - In...
Adding Parallax to my Top Down Space Arcade Game | Unity3D C#
Переглядів 2,3 тис.Рік тому
I'm updating one of my older game jam games into something more fun to play - in this video showing you how to add some really simple parallax to add some more dynamic to an otherwise pretty static looking game. Join our Discord Server! discord.gg/TfYJfSJmED Wishlist our game RUIN! store.steampowered.com/app/2500620/Ruin/ #topdown #unity3d #parallax #unity2d #arcadegame #unitytutorials #gamedev...

КОМЕНТАРІ

  • @hernandonj
    @hernandonj День тому

    Great video. Lean code. Thank you!

  • @johncardussi
    @johncardussi 3 дні тому

    Still working on how to rebind sticks on gamepads so that you can switch sticks or use the dpad.

  • @Jerms_McErms
    @Jerms_McErms 7 днів тому

    Did you do something with the SO? After I made it and ran the scene, nothing happened. Edit: during the debug.log phase

  • @Yusuf_AGAC
    @Yusuf_AGAC 8 днів тому

    Thanks for video. What is the best way to handle inputs in mobile projects?

  • @KenMasters10
    @KenMasters10 15 днів тому

    Amazing video! I've been searching for a deeper understanding of a professional input setup and this was a perfect video illustrating the design concepts. I had encountered fragments of what was discussed here in various places like forums and other videos but the information was always incomplete or glossed over. You really put everything together completely.

  • @bruceu7048
    @bruceu7048 Місяць тому

    Thank you so much, just found you and I really like your code style. Saved and will return further more to that video! But can you also recommend, please, which books did you read or where did you learn all of that?

    • @paridotgames
      @paridotgames Місяць тому

      Great to hear, thank you! Check out the end of the video, around 23:50 - I studied one of the Unity example projects and what I showed in the video is the basics of what I found in that project

    • @bruceu7048
      @bruceu7048 Місяць тому

      @@paridotgames Yeah, there is one thing I noticed, that you need to recreate InputReader scriptable object in your asset folder, every time you adding some new movement, so it better to have everything planned as early. Overall thank you again brother, very good video.

  • @yakoto4876
    @yakoto4876 Місяць тому

    This is treasure.

  • @bogumiwyrwa216
    @bogumiwyrwa216 Місяць тому

    Hello, Greate tutorial. I have question about cart. Do you add script for cart movement? I have made similar connection, but my cart do not move without script and with script do not turn according joint.

  • @opanyu
    @opanyu 2 місяці тому

    What a gem of a video! Thank u so much paridot <3 can't wait to implement this in my game

  • @ianh3385
    @ianh3385 2 місяці тому

    Seems a bit expensive if you plan on having lots of trains, since they will all have to find the closest point on the spline each tick. Hybrid solution seems the best way if your eally dont feel like writing some code for drag and acceleration

  • @FrankMcStank
    @FrankMcStank 2 місяці тому

    This is incredible, Paridot. This fixed all the issues I was having with my movement and the handling of all the different states. This was invaluable.

  • @dragoons_net
    @dragoons_net 2 місяці тому

    I must say that I do agree: I used/switched to Bevy, which is fantastic, but lacking a lot of features (editor in particular) and with a community too small: some questions asked on formus, socials, etc remain totally unanswered so too early to switch finally...

  • @sohjingkaisean3934
    @sohjingkaisean3934 2 місяці тому

    i got a question is it possible to make them detach?

  • @normioffi
    @normioffi 2 місяці тому

    And how to add a mesh instance onto it and align them perfectly each other, because me it's not smooth.

  • @ThePlasticPlanet
    @ThePlasticPlanet 3 місяці тому

    I'm having trouble and hope someone can help. I followed the video step by step but encountered a problem in playmode. The first time i enter playmode after creating a new Input Manager Scriptable object everything works as intended, but as soon as I exit and reenter playmode (without deleting the existing Input Manager SO) none of my inputs are detected. Anyone run into this? Anyone solve it?

    • @hannahjean4301
      @hannahjean4301 Місяць тому

      There's something about it being a ScriptableObject meaning that it only gets enabled on first play (or after reloading scripts). IDK if this is the best solution but if you make the OnEnable function public and then call it from another script derived from Monobehaviour in OnEnable it should fix it! Or at least it did for me after experiencing this identical issue.

  • @tenko1058
    @tenko1058 3 місяці тому

    I remember watching this when I first started with unity and had no idea why you did it this way and it seemed all so complicated and weird. I didn't know what events were or Scriptable Objects. I had watched so many other videos on the input system and in all of them people did it different (tutorial hell). I found an easy way and stuck with it for a while, because it worked. Now months later, while still being a noob, I totally get it and I really appreciate your way of handling inputs. it's easily the most methodical and cleanest way that I have come across and for me the only way to do it. The only "issue" that I see, and maybe you just forgot (or maybe I am still too much of a noob), is that you didn't unsubscribe from the events to prevent memory leaks. but yeah cheers for showing this!

  • @Ranakade
    @Ranakade 3 місяці тому

    I still have it deep in my heart to use Unity. But I got a Python course I'm finishing learning, so I went with Pyglet lol.

    • @aibou2399
      @aibou2399 2 місяці тому

      Godot's GdScript is very similar to python

  • @er6n10
    @er6n10 3 місяці тому

    Great stuff! Saved me from a headache I have been having while using the SplineAnimator...

  • @patat7873
    @patat7873 4 місяці тому

    11:16 What do you use? Radory? Readoi? I dont get it

  • @simonrigby2776
    @simonrigby2776 4 місяці тому

    Perfect. Thank you. I was doing something similar with the "old" system so had the abstractions. Glad I found this before I tore it all down :)

  • @hana-games
    @hana-games 4 місяці тому

    the joyatick never go to zero what can i do?

  • @halfblue2678
    @halfblue2678 4 місяці тому

    I stumbled upon this when I was trying to make PlayerInput use Invoke Unity Events instead of the default Broadcast Messages. I'm currently prototyping something, and wanted to have multiple stuff listen to the PlayerInput, so I switched to Invoke Unity Events. When I did that, I noticed that that option did cut the FPS to under 30 while Broadcast Message was getting more or less 80 FPS.

  • @stzyotuber
    @stzyotuber 5 місяців тому

    Bro make mobile ui for railroad v3 assets train controller Please 🙏

  • @KiteGamedev
    @KiteGamedev 5 місяців тому

    Thanks, bro! I'm working on a simulator of the Kyiv Metro, and thanks to your videos, I was able to find a solution to my main problem.

  • @boywithbrain7556
    @boywithbrain7556 5 місяців тому

    How did you aligh your bodies to the spline? cause mine always work on the spline with an offset

  • @ZaneDragonBorn
    @ZaneDragonBorn 6 місяців тому

    So your game is all within a small area of movement so the stars could be around a single area. What do you recommend for someone who has a game with a 300 by 300 unit play area and needs to space background? Could this parallax work? Or is there a better alternative that is realistic. Making a large pixel art background doesn't seem very realistic currently.

  • @lx2222x
    @lx2222x 6 місяців тому

    The reason why I don't want to use Unity is not because of trust / pricing but rather because of the engine itself. The modular system is cluttered and filled with deprecated packages. Also the Object / Component system is not good and doesn't scale that well. The light baker is slow, and the naming for the standard unity api stuff is objectively wrong by the C# standard. Oh btw, I forgot to mention Unity doesn't use .NET but rather Mono or their own, meaning no Nuget packages. They are working on implementing the standard .NET runtime but I haven't seen any progress so far. It would be nice if they implemented Native AOT so it could work with all platforms, but I doubt they will ever do that in the next years. Godot on the hand has a way cleaner api, and their Tweening system is a big upside. Currently though the graphics and performance is shit in Godot, that is why I don't want to use it either (maybe for smaller games). Then there is Unreal, which might be the best option if you are doing 3D, but it also isn't that good either. Their C++ is really super scuffed and a nightmare to work with. Unreal also produces huge binaries, which is a big downside. The only thing for me making Unity attractive is their netcode. Unreal has good netcode, but it's less flexible than unity's. Godot networking is just plain bad. There isn't even a way to handle connection timeouts without doing workarounds.

  • @JayBekkr
    @JayBekkr 6 місяців тому

    Godot is not a replacement for Unity, its open source nature does not mean that Godot development is completely democratic, the Godot foundation leads the direction. Of course if you don’t like that direction just don’t support the foundation. The 3D alternatives for Unity are Flax engine, Stride engine and Godot, where Godot is the probably the weakest 3D contender so far (especially if you use the default physics engine). Flax and Stride also seem to be more accommodating for C# developers. Godot does support C#, but from my observations it seems flax+Stride have a workflow similar to Unity. Flax also have console support out of the box. I liked your video, but I would like to give a tiny bit of criticism. Your voice is a tad grainy/grating, consider recording while standing up or slightly increase the tone of your voice. It’ll probably also make your recordings less harsh on your throat. On a positive note on your voice, you don’t have a ‘sibilant S’, which many UA-camrs (even big ones) struggle with. Or not really struggle since they don’t seem to notice it… to be fair I only know what a sibilant S is because I struggle with it.

  • @matthewlawton9241
    @matthewlawton9241 6 місяців тому

    I feel like if you have to validate your points by saying "Let's make the uncomfortable assumption that the thing which is frankly HEINOUSLY, immorally bad, ISN'T bad...." utterly undercuts any of your points. It doesn't matter that Freyja is awesome (she is). It doesn't matter that Unity as an engine is awesome (it is). If you cannot trust the contract between developer and client, then EVERYTHING you do with the tool will always be on unsteady ground. You can't realistically do business this way. Being a good manager is ultimately about increasing predictability as a metric in as many parts of your business as possible. Trust is not abstract! It's absolutely not something you can just wish away as your video has done, as it is a key part of predictability! Contracts CAN NOT just magically change, otherwise they're not contracts, are they? I wish you only the best, but these are poor decisions on your part as a business owner.

    • @mbg4681
      @mbg4681 6 місяців тому

      Shills aside, I'm astonished that richly earned mistrust isn't the default position towards Unity.

  • @untiefreaking6887
    @untiefreaking6887 6 місяців тому

    Mainly the tutorials you can g back 5 years and its still useful, i figured unreal would have less so..

  • @flamart9703
    @flamart9703 6 місяців тому

    Most of the game devs will abandon gamedev anyway, so doesn't matter what engine they will use... or try to use.

  • @messapatingy
    @messapatingy 6 місяців тому

    When I saw multiple Action Maps being created (GamePlay and UI) and multiple actions (Move and Jump) and multiple controllers/bindings (WASD and GamePad), I realized there's going to be a lot more video watching and typing than necessary. DRY and KISS principles can apply to teaching videos. Just my 2 cents as someone with the attention span of a … oh got to go! Subscribed BTW.

  • @drominitoketchup
    @drominitoketchup 6 місяців тому

    ha, i dont have this problem. I like to code in low level. So the win-api and openGL or Vulakn

  • @Rick_Jagger
    @Rick_Jagger 6 місяців тому

    As a UE dev I never understood why people reacted so crazy on the unity changes. So many Unity devs are now on the UE side just because of what unity did. I mean epic could try the same thing. It's epics tool and they can decide what ever they want. If you like the tool, stick with it. Unity changed their price plans after the negative feedback which is a good sign to me. I mean they will not try that again I guess. I am on the opposite, I have years in UE but I would love to code in C#, so I always watch unity videos to see if I am ready to switch or at least try unity. But then I see how hard it is to make multiplayer games and UE shines again 😂.

  • @brianwilson7497
    @brianwilson7497 6 місяців тому

    these are so good man thanks for sharing

  • @tophatsntales
    @tophatsntales 6 місяців тому

    Unity is the Steam of game developing. Unreal is the Epic Store of game developing...yaknow. bloated. messy and incomplete. Godot? Godot is that kid tugging at the adults pants wanting attention. i've used all 3. Unreal is a mess you have to fight the engine its self more than not. also... C++ soyaknow. Godot? I could see it getting there. but its still too early. Unity was bad in its early years too. give Godot like... half a decade or a decade and itll be up to snuff, but currently? its good for small or easy projects. theres a reason you havn't seen anything massive of quality done in Godot...

  • @littledreamergames
    @littledreamergames 6 місяців тому

    If developers actually ended up having to pay, I'd be a lot more upset, and less forgiving. But Unity listened to the comunity, and readjusted. Companies rarely do that until it's too late. I think that makes Unity an even better company than before.

    • @mbg4681
      @mbg4681 6 місяців тому

      If that were true, they would have immediately rolled back all of Riccitielo's "bad" decisions the millisecond they fired him.

  • @_.-.
    @_.-. 6 місяців тому

    The trouble with this is the sinking ship effect. People who stay need to be convinced enough people will also do the same keeping the engine afloat. Making a game is a long commitment, and a lot of engine-specific effort can go to waste if the company maintaining the engine you are using stops doing so. Thus, you need others to "feed" the engine while you too are using it for the decision of staying stay to make sense. Or at least have the *perception* of this feeding taking place. The same snowball that perpetuates Unity as a very popular choice can turn into a negative one, were enough people leave for the engine to start limping, so the engine gets worse, which in turn makes more people flee and so on and so forth. When they went on their money pinching attempt, many people took it as a sign of the engine not being profitable, so basically a start of that negative snowball, which made many people angrily leave out of fear of potentially wasting effort

  • @SaiponathGames
    @SaiponathGames 6 місяців тому

    Actually I am really happy that I got into the same point as yours with a little bit of help from my coworkers. I am working on a similar train game and I noticed the same camera jerk I had in yours too when switching tracks, do you know if there are any ways to fix this?

    • @paridotgames
      @paridotgames 6 місяців тому

      I'm not working on this project much at the moment, but my first attempt would be trying to line the overlapping tracks as well as possible. If that doesn't fix it, then using a smoother camera system would be my next try. Instead of just making the cam a child of the train, make the camera lerp between positions so it will never hop from one position to another. Cinemachine might make that easy to accomplish

    • @SaiponathGames
      @SaiponathGames 6 місяців тому

      Thanks for the quick response. I will try that, do you have a discord by any chance?

    • @paridotgames
      @paridotgames 6 місяців тому

      @@SaiponathGames Yup! Link is in the description

  • @Soraphis91
    @Soraphis91 6 місяців тому

    had to convert to unreal for work. Documentation is hell compared to unity. find a cool sounding plugin, developed by epic in the plugin browser? wanna find out more about it? to bad, 90% of the plugins have no documentation to it. some of the that have, have no link in the plugin browser. The API documentation is a joke, edge cases, typical use cases and alternatives? all remain not explained or mentioned whatsoever. Also UE has SERIOUS usability issues. I have a large list on my work computer, where the editors UI just feels like some alpha version of an actual tool. Also editor scripting the simplest tools (custom assets (WITH custom icons)?!) is a serious undertaking. And then them not even supporting their own types like TOptional and TVariant fully in their editor, even though you can reconstruct the functionality (with some drawbacks and inconveniences) on your own (but lose the convenience on the code side).... TL;DR: Unity is a great engine to work with. You can get your shit done and they are constantly improving it. yeah not all their decisions have been great and yeah the engine has issues. But the alternatives are not better. it's all trade-offs.

  • @midniteoilsoftware
    @midniteoilsoftware 6 місяців тому

    I agree. Drama aside, Unity is a fantastic, jack-of-all-trades, make-any-game-you-want, engine. I see no compelling reason to switch at this point.

  • @f11bot
    @f11bot 6 місяців тому

    Agreed 100% with this. Plus out of Unreal, Godot and Unity, the latter just is the easiest to go from idea to final product. It's the product with less friction during development, godot I'm sorry but it's still too incomplete, and unreal is way too over complicated and heavy to run (for devs and players). Unity is the tool that lets you do everything very well, you can either push the limits of graphics or go for a more retro 2D look, I really value how the workflow is that flexible. Hell you can even build apps on it if you want. And works the same on all major platforms, of course there's always some tweaks to be made but it's nothing like the mess Unreal is with cross platform development, and godot is still a limited on that regard.

    • @mbg4681
      @mbg4681 6 місяців тому

      >> out of Unreal, Godot and Unity, the latter just is the easiest to go from idea to final product. Or maybe you just know Unity better.

    • @f11bot
      @f11bot 6 місяців тому

      @@mbg4681 I tried really hard to switch to Unreal, but overall it just feels made for big teams. Trying to build for mobile was a mess, I just felt like I needed an experienced engineer to get stuff working (android builds only worked 1 time) Also iOS I just couldn't get it working without having a full Apple Dev account, which is possible on Unity and Godot. Plus cause C++ is a mess, and Visual Code is just slower for me to work, plus is a tiny bit less optimized. Graphics optimization was impossible for low end PCs, and the engine itself occupying 97GB is just stupid. Removing plugins to make the engine lighter wasn't that intuitive, very easy to break stuff. Ofc I liked some features like the chaos car physics and tools for open world games. And most important of all, I could barely get the engine running on my PC, it's wayyy too heavy. Now for Godot I just felt I needed a person to build me the base graphics to make it look as good as Unity in URP. Also on mobile 3D lightning was very limited which was one big downside for me. And there is not much resources for Godot yet, be it assets or guides. It can get better in the future, sure and I hope so, but I need a tool that works for me now. Unity is the only engine where I feel I can get the most production quality without needing a team, you don't need to be an expert on shaders or code engineering to get a very high quality result, all the complex stuff is handled for you. But ofc Unity (as a tool) has its share of issues XD, but it's minor stuff (worse is the company itself, I hope it gets better fr). That's my experience, I heard very good things about Unreal and Godot but in reality they don't work for me atm, it's up to each person to see what suits their needs better!

    • @f11bot
      @f11bot 6 місяців тому

      @@mbg4681 that is true. Unreal I tried really hard to learn (also in the past), and it always felt way too complex and unstable, I felt I needed an experienced Unreal engineer to get shit done. Godot I really liked how you start from zero and build up from there (similar to Unity), but the limited 3D lighting on mobile was one big downside, plus since there aren't yet many resources online I would have a very hard time trying to match the graphics quality of Unity URP by myself, I felt I needed an experienced graphics programmer to have something look really good. On Unity I can achieve an high production quality product all by myself, the engine itself and the resources available are super helpful! That's why I say it's very easy to go from idea to final product! Not just prototyping, for that any modern engine is easy. And ofc Unity as a tool has it share of problems, specially the future of it being very uncertain unfortunately. But I need a tool now, and now Unity is what works best for me!

  • @CasanisPlays
    @CasanisPlays 6 місяців тому

    Did you really suggest that Epic is more trustworthy or more reputable? Did you google Epic layoffs before making this video?

  • @skooter500
    @skooter500 6 місяців тому

    Honestly, Godot is just a million times BETTER and NICER and FASTER. I had to open a simple Unity project from a student yesterday and it took over 5 minutes to load. Build to Quest took 10 minutes!! Then my computer ran out of hard disk space. Unity is not a game engine. Its a virus.

  • @vivicm5449
    @vivicm5449 6 місяців тому

    this was hard to listen to, dude, clear your throat!

    • @owdoogames
      @owdoogames 6 місяців тому

      The vocal fry is indeed quite painful.

  • @DashzRight
    @DashzRight 6 місяців тому

    Unity is probably fine for 99% of the users that used this before or start making games to learn game dev.

  • @darkmattergamesofficial
    @darkmattergamesofficial 6 місяців тому

    As developers we have one mission: Make a good game players will enjoy. The engine, tools, languages, whatever, doesn't matter! Players don't give a flying you-know-what about the behind the scenes, they just want to play a fun game! A lot of developers shot themselves in the foot by switching engines at an inopportune time out of fear, when in reality nothing changed... I personally know a few that had a great project going in Unity, but switched to Unreal and now they are floundering. Never let yourself fall into the drama. Lots of those "Unity is Dead" videos were made purely to capitalize on the trend and gain views.

    • @DashzRight
      @DashzRight 6 місяців тому

      1000% true

    • @tophatsntales
      @tophatsntales 6 місяців тому

      can confirm. we kinda missed all the drama CAUSE WE WAS BUSY /MAKING GAMES/ aint got time for that shit. we heard about it afterwards a month later... nothing changed for us. but our games are free so 🤷‍♂

    • @darkmattergamesofficial
      @darkmattergamesofficial 6 місяців тому

      @@tophatsntales Exactly! Get busy and stay busy. All the drama is for procrastinators!

    • @tophatsntales
      @tophatsntales 6 місяців тому

      @@darkmattergamesofficial basically :D we miss a lot of the drama in places... but its all unimportant so 🤷‍♂

    • @renisrrenis9225
      @renisrrenis9225 6 місяців тому

      @@tophatsntales it would of changed for you if they didn't change back their stupid pricing, you would get demolished by having free game and would of had to pay them which they might do it again in the future cause they can. Good luck in using this pathetic company engine.

  • @HurricaneSA
    @HurricaneSA 6 місяців тому

    Why should you stick with Unity (for now)? Because it's honestly the best game engine for indie devs out there. Yes, Godot is open source and very easy to get started with. But Godot is also very broken in areas where no game engine should be broken. Godot physics are horrible to work with and the animation system falls apart quickly when you do complex projects. Godot has good C# support but just not good enough as many of the editor features are not available when using C#. Unreal Engine looks amazing but it's C++ based which is not a bad thing. It does make it more difficult to get started with though. It's also very bulky and bloated. I mean, 60GB to 100GB just for an editor to run is huge. And of course Unreal also tries to be different so they give stuff everyone know as one thing totally random names just to be different. Nothing too serious but Unreal is, in my opinion, for larger studios or teams. It is not so indie dev friendly. There are other, lesser known, contenders out there like Flax and Stride but they're not mature enough in my humble opinion. Flax especially is very good but the UI has some issues that needs to be resolved. Stride is open source as well but it has a list of well known bugs that can mess up compiling runtimes. Of course Unity also has its own set of bugs but they're more annoyances that serious project halting issues. There's a store and an asset library where you can find any tool you need. The editor is clean and easy to read and everything works great for the most part. Unity right now is a great tool to use and that did not change. Perhaps in a year or two one of the contenders will become a serious challenger but for now, unless you're making a lot of money, use Unity.

  • @okunamayanad
    @okunamayanad 6 місяців тому

    the new ceo gained my trust back so i'm also staying with unity

    • @warcinm3210
      @warcinm3210 6 місяців тому

      Fool me once, shame on you.

    • @mbg4681
      @mbg4681 6 місяців тому

      So the door-in-the-face technique worked on you, at least.

  • @oglothenerd
    @oglothenerd 7 місяців тому

    Seriously, why do people use proprietary game engines in the first place!? They can do stuff like this on people whenever they want! Use Godot, you will never get screwed over on an open source game engine!

    • @Shuhkky
      @Shuhkky Місяць тому

      In all honesty, I think for a lot of people, unity seems like a much nicer workspace. And most beginners will see that pretty much everyone uses unity, that will definitely change now but because I have spent so long developing my skills on unity using godot has become so hard for me. I have tried a lot to get used to it but I cannot make nearly the same things I could.

    • @oglothenerd
      @oglothenerd Місяць тому

      @@Shuhkky I find the opposite experience. I learned Unity first, but it never clicked. Godot just clicks.

    • @Shuhkky
      @Shuhkky Місяць тому

      @@oglothenerd fair enough