I somewhat agree but recently I tested the "new" Visual Code and I am very impressed vs Rider. I used VCODE for a month and then decided to switch. Not only because it is free but mostly due to functionality incl. plugins. ....but I like Rider also.
Parsec is another one I use a lot. Just like you, I do gamedev on my laptop, remoting into my desktop. Great for when I want to stretch out in the recliner and have a show on in the background.
i use unity, rider, and odin!! all of them educational license though, i cant imagine coding without all 3. ill have to purchase all of them once i return the licenses! edit: i use chatgpt for ai though bc i need it for other things aside from coding! its gotten better at code these days too, it doesnt spit out 10,000 lines of code and recopying it every response lol
Did the trial of Rider and it's an amazing IDE. Just can't justify the price for a hobby of mine. Highly recommend to any one that can justify the price.
@@willwilliamson9580 Perpetual license for rider ? Is this a thing. I am checking the prices, it says lower price the 2nd year and 3rd year but not free.
@@willwilliamson9580oh really? I didn't like the price when I last time looked at. I'll check it out then. I'm quite tired of vs heaviness and glitches. Especially when it starts freezing when you debug after you ran into exception in some way. And unity starts freezing and you need to restart everything. No fun.
@@willwilliamson9580 How do you get that licence? I can't find this offer. I see only 150 first year, 140 2nd year, 108 after that, and 100 on top for AI stuff.
Yip - Rider Editor with Rider AI is what I'm using too! ✅ Also Odin Inspector/Validator. I also love rainbow folders too! "Debugging Essentials" is another one I like. "Better Transform" and "Smart Editor Selection" are a couple recent pick-ups that I haven't used enough to really vouch for them, but seem great so far. I also grabbed "Better Editor 2 Pack" ...but as cool as it looks, I just haven't tried it yet, lol! Great list! Thanks! 👌
As for art, I have 25+yrs of design exp and a modest budget, so I get a lot of mileage out of assets and my Adobe CC subscription ☺ If you are patient and develop a good eye, you can achieve a consistent and unique art direction using Store assets, though it won't be as quick as with commissions, and you will have to work a bit harder to fine-tune things. This year I also jumped from Blender to Maya - the UI is just more intuitive, the docs are very comprehensive, and the support for standards is better. No shade on Blender, but the Maya Indie pricing has come down to a point where paying for ease-of-use makes a lot of sense.
Yep, I use this too. Can't beat free, though Rider's upcoming full-line code completion (different to their current AI plugin) is also going to be free (for subscribers) and, potentially, better than what Codium offers me since it will (supposedly!) only suggest syntactically correct code ie no more suggesting non-existent methods/variables.
A video on creating a portfolio with some suggestions on what to include and how to demonstrate clean code/progression, for a game programmer, would be very helpful
ParelSync allows you to make a "clone" of your project that stays up to date with the original. Great to test multiplayer games locally without having to build each time you change something
I can recommend Odin! (how ever I could not figure out Odin Validator yet. But I use Inspector - it makes complete the Unity Editor INspectort, makes it full featured as is shall be by default)
I mainly use it with [Required] attribute. I should look for others to enrich my experience. It helps find things that are incorrect in GameObject inspectors with rules you select.
Visual Studio Tools for Unity is a free VS plugin jointly maintained by Unity & MSFT. Everything from API tooltips and autocomplete, to deep profiling. It's a separate download, so I think a lot of folks just don't know about it. For my own Editor tools I still like IMGUI - allows for max flexibility and stays lightweight & performant. Better integration too, as far as menus, undo support, etc. Just did some custom Timeline classes, incl tracks, clips, editors, and context-menu callbacks. Hard to get all that out of the generic "Editor helper" Store utils. No genAI stuff - not keen to leak my code, or train their models for free.
I use Git with Azure DevOps for version control, which provides unlimited Git LFS space. This is great for gamedev, especially if you have many large assets.
Regarding source-control, the Unity one might work well on first-class systems like Windows and macOS. It does *not* work well (if at all) in Linux. Adding it to my game that's about to be published almost destroyed the entire project! But note that it's the Unity plugin in the editor that is bad. Using the stand-alone PlasticSCM tool works fine. I would love to get the native in-editor plugin working, but as long as Unity treats Linux as a second-class (if not third-class) system, I doubt that will happen anytime soon.
I also prefer Linux over the othter OSes. In Arch with i3 I didn't have a great time with Unity. I was wondering if Ubuntu with Gnome (the default) would work well. What quirks have you noticed? And what desktop environment do you run Unity in?
@@kentlarsson1263 I use Ubuntu and generally everything seems to work well. Besides the version-control issue, compute shaders doesn't seem to work sometimes; HDRP must use Vulkan and not OpenGL; Perhaps a few more crashes of the editor than on Windows or macOS, but not so much so it's unworkable; And there are some very few asset packets which comes with only Windows or macOS specific pre-built binary libraries. For me it is working well-enough for serious game development. 🙂
Great topic. Followed the description links and get 404's. I use unity with VSCE and I am a beginner just started the OO Analysis and OO Design for my first Unity project... So this is really an accelerator I hope. Bought the Looking Glass BTW. Curious what you did with yours.
Mine died :( It's next to my bed but stopped working after 2yrs. (it's possible one of my little kids killed it secretly without me knowing, not sure what happend. shame too, that thing looks awesome)
6:45 AI: im a huge fan of github's copilot + self hosted llama 3 + GPT‑4o. i'd love to try rider's AI but paying for a third tool would be too much for me
Hmm...I think here is misunderstanding - Riders AI isn't aware about context of FULL project. Only opened files. I've tried to ask him about whole project, but every time i've got an answer, that AI tool can't get access for ALL code in project, so you still need to select some parts and add it manually.
Teammates working in the same unity scene and then trying to merge their changes is a hellish process. Hopefully unity's version control system handles the merge better.
@@Unity3dCollege @Unity3dCollege Codeium is focused more on auto complete and chat agent and its practically free with no limits. CodiumAI has a lot of overlap with Codeium if you use the paid tier, and it can analyze the code and guess bugs. Codeium is open source and has a lot of integrations including VS Rider and unity's docs. I tried Codeium and it's quite good if you give it the context of your scripts. The chat agent can give decent solutions.
@@Unity3dCollege Codeium is focused more on auto complete and chat agent and its practically free with no limits. CodiumAI has a lot of overlap with Codeium if you use the paid tier, and it can analyze the code and guess bugs. Codeium is open source and has a lot of integrations including VS Rider and unity's docs. Codeium is quite good if you give it the context of your scripts. The chat agent can give decent solutions. It's open source too.
Codium is basically completely free and open source and has a lot of integrations. It's mostly an auto complete and chat agent. It's decent. You can give it context of your scripts and it can get quite good. CodeiumAI has that + bug detection with paid tier.
Yea they seem to have changed the page and moved the free version to behind a 'try it now' button. If you scroll down it shows the comparison though, the free one still works 100% for me (using it right now to reply to this comment actually).
I might do one talking about it but prob don't have the energy to get it up and running for good clips tho. It was definitely a but different experience:)
@@Unity3dCollege no problem sir ,i know it would be hard to find the old one but worth the asking 🤣❤️ but also much love to you for all great content you provide
Source control is the biggest headache right now and at work, we are banned from using the Unity SCM/plastic, must use GIT/bitbucket that we host.... Scene merges are the bane of my existence
I recommend using beyond compare - it shows you modifications in files and you can easily view and integrate modifications someone did in a scene versus yours.
I prefer the Windows built-in Remote Desktop over Parsec. Parsec tie the screens to physical screens unless you pay for Pro and even then it handles multiscreen setups worse than Remote Desktop. Also I had issues with gamepad within Unreal with Parsec that I don't have with Remote Desktop. Also I'm not a fan of Plastic Scm. For smaller-mid size projects I think that just using git / git lfs is better, and if it scales Parsec is better than Plastic Scm. I wish that Unity stop buying these weakly related third party solutions, such as Ironsource, Parsec and Plastic and instead focus entirely on the engine. Maybe invest and participate in a few games to get the insights from actually making a game that Unreal benefit so much from. Rider + Odin + AI Code assistance are top picks for me too. In my experience Rider is the most stable IDE for debugging consoles and other external devices too.
I haven't tried using multiscreen with it, been on an ultrawide for a few years, but it makes the ultrawide experience usable on my laptop which is what I love about it. As for plastic, I think most people prefer git, but it's great for solo projects for devs who aren't comfortable with GIT yet. Long term though anyone on a team needs to be able to use P4 or Git because that's what all the teams use. Great for the people who aren't on those yet though or lots of my simple solo projects (though I do need to clean them up now that I pushed way past the free tier)
@@Unity3dCollege Yeah, I think Plastic can be good and the preferred choice for many, especially compared to no source control at all, just that I personally don't like it. Same thing with Parsec. Most of the time it boils down to personal preference. Great video btw.
I struggle to find the time and energy to get into the more advanced tools. Mostly need thumbnails and placeholder art and it's great for that w/ the new web interface :) Also helpful for communicating ideas with artists :)
Hey. You can use this command to trim so it won't have a frozen frame at the beginning. .\ffmpeg.exe -ss 00:00:00.38 -i "video.mp4" -to 00:00:01.56 -c copy -copyts "video-trim.mp4"
Huge fan of Rider here. Worth every penny.
I somewhat agree but recently I tested the "new" Visual Code and I am very impressed vs Rider. I used VCODE for a month and then decided to switch. Not only because it is free but mostly due to functionality incl. plugins. ....but I like Rider also.
Parsec is another one I use a lot. Just like you, I do gamedev on my laptop, remoting into my desktop. Great for when I want to stretch out in the recliner and have a show on in the background.
i use unity, rider, and odin!! all of them educational license though, i cant imagine coding without all 3. ill have to purchase all of them once i return the licenses! edit: i use chatgpt for ai though bc i need it for other things aside from coding! its gotten better at code these days too, it doesnt spit out 10,000 lines of code and recopying it every response lol
Did the trial of Rider and it's an amazing IDE.
Just can't justify the price for a hobby of mine.
Highly recommend to any one that can justify the price.
14 a month? and you get a perpetual license after a year? seem super affordable.
@@willwilliamson9580 Perpetual license for rider ? Is this a thing. I am checking the prices, it says lower price the 2nd year and 3rd year but not free.
@@willwilliamson9580 I'll have to check it out again then.
It's been quite a while since I used it, I seem to remember a different pricing model.
@@willwilliamson9580oh really? I didn't like the price when I last time looked at. I'll check it out then. I'm quite tired of vs heaviness and glitches. Especially when it starts freezing when you debug after you ran into exception in some way. And unity starts freezing and you need to restart everything. No fun.
@@willwilliamson9580 How do you get that licence? I can't find this offer.
I see only 150 first year, 140 2nd year, 108 after that, and 100 on top for AI stuff.
Yip - Rider Editor with Rider AI is what I'm using too! ✅ Also Odin Inspector/Validator. I also love rainbow folders too! "Debugging Essentials" is another one I like. "Better Transform" and "Smart Editor Selection" are a couple recent pick-ups that I haven't used enough to really vouch for them, but seem great so far.
I also grabbed "Better Editor 2 Pack" ...but as cool as it looks, I just haven't tried it yet, lol!
Great list! Thanks! 👌
As for art, I have 25+yrs of design exp and a modest budget, so I get a lot of mileage out of assets and my Adobe CC subscription ☺ If you are patient and develop a good eye, you can achieve a consistent and unique art direction using Store assets, though it won't be as quick as with commissions, and you will have to work a bit harder to fine-tune things.
This year I also jumped from Blender to Maya - the UI is just more intuitive, the docs are very comprehensive, and the support for standards is better.
No shade on Blender, but the Maya Indie pricing has come down to a point where paying for ease-of-use makes a lot of sense.
I install the Fullscreen Editor asset on every project now. Love that thing.
For coding assistant AI, I use Codium which has a lot of integrations with various IDEs and has a good free tier
I'll have to check that one out!
@@Unity3dCollege Tabnine too can be a good alternative.
Yep, I use this too. Can't beat free, though Rider's upcoming full-line code completion (different to their current AI plugin) is also going to be free (for subscribers) and, potentially, better than what Codium offers me since it will (supposedly!) only suggest syntactically correct code ie no more suggesting non-existent methods/variables.
vTabs looks so useful. Looking into my assets i realized i even have it already 😀
A video on creating a portfolio with some suggestions on what to include and how to demonstrate clean code/progression, for a game programmer, would be very helpful
ParelSync allows you to make a "clone" of your project that stays up to date with the original. Great to test multiplayer games locally without having to build each time you change something
Rider all the way - Also use most of same but here a fun one to add Quantum Console - use it for debugging and testing.
I can recommend Odin! (how ever I could not figure out Odin Validator yet. But I use Inspector - it makes complete the Unity Editor INspectort, makes it full featured as is shall be by default)
I mainly use it with [Required] attribute. I should look for others to enrich my experience. It helps find things that are incorrect in GameObject inspectors with rules you select.
Visual Studio Tools for Unity is a free VS plugin jointly maintained by Unity & MSFT. Everything from API tooltips and autocomplete, to deep profiling. It's a separate download, so I think a lot of folks just don't know about it.
For my own Editor tools I still like IMGUI - allows for max flexibility and stays lightweight & performant. Better integration too, as far as menus, undo support, etc. Just did some custom Timeline classes, incl tracks, clips, editors, and context-menu callbacks. Hard to get all that out of the generic "Editor helper" Store utils.
No genAI stuff - not keen to leak my code, or train their models for free.
Im using Stable Diffusion and Llama, wrapped in my pipelines, heavily to automate generation of content locally.
I use Git with Azure DevOps for version control, which provides unlimited Git LFS space. This is great for gamedev, especially if you have many large assets.
i'll have to get v tabs. getting around the project folder is the most interruptive part of the engine for me
Thank you! 🙌
Regarding source-control, the Unity one might work well on first-class systems like Windows and macOS. It does *not* work well (if at all) in Linux. Adding it to my game that's about to be published almost destroyed the entire project!
But note that it's the Unity plugin in the editor that is bad. Using the stand-alone PlasticSCM tool works fine. I would love to get the native in-editor plugin working, but as long as Unity treats Linux as a second-class (if not third-class) system, I doubt that will happen anytime soon.
I also prefer Linux over the othter OSes. In Arch with i3 I didn't have a great time with Unity. I was wondering if Ubuntu with Gnome (the default) would work well. What quirks have you noticed? And what desktop environment do you run Unity in?
@@kentlarsson1263 I use Ubuntu and generally everything seems to work well. Besides the version-control issue, compute shaders doesn't seem to work sometimes; HDRP must use Vulkan and not OpenGL; Perhaps a few more crashes of the editor than on Windows or macOS, but not so much so it's unworkable; And there are some very few asset packets which comes with only Windows or macOS specific pre-built binary libraries.
For me it is working well-enough for serious game development. 🙂
@@JoachimPileborg Sounds great! Thanks for the reply. That sounds promising! I'll give it another shot. :)
Great topic. Followed the description links and get 404's.
I use unity with VSCE and I am a beginner just started the OO Analysis and OO Design for my first Unity project... So this is really an accelerator I hope.
Bought the Looking Glass BTW. Curious what you did with yours.
Mine died :( It's next to my bed but stopped working after 2yrs. (it's possible one of my little kids killed it secretly without me knowing, not sure what happend. shame too, that thing looks awesome)
6:45 AI: im a huge fan of github's copilot + self hosted llama 3 + GPT‑4o.
i'd love to try rider's AI but paying for a third tool would be too much for me
I started on a Commodore 64 too, with my games saved on a cassette drive lol...
Why is he stuck for the first second?
Did you make any commercial game before
Hmm...I think here is misunderstanding - Riders AI isn't aware about context of FULL project. Only opened files. I've tried to ask him about whole project, but every time i've got an answer, that AI tool can't get access for ALL code in project, so you still need to select some parts and add it manually.
Does unity's version control handle merges differently or better than git?
also want to know
Teammates working in the same unity scene and then trying to merge their changes is a hellish process. Hopefully unity's version control system handles the merge better.
Hehehe 😂I doubt.
Horrible - you have to configure external diff and merge apps, if I remember right.
So there is Codium and Codeium. Which one is perceived better?
Anyone know and able to explain??
@@Unity3dCollege
@Unity3dCollege
Codeium is focused more on auto complete and chat agent and its practically free with no limits.
CodiumAI has a lot of overlap with Codeium if you use the paid tier, and it can analyze the code and guess bugs.
Codeium is open source and has a lot of integrations including VS Rider and unity's docs.
I tried Codeium and it's quite good if you give it the context of your scripts.
The chat agent can give decent solutions.
@@Unity3dCollege
Codeium is focused more on auto complete and chat agent and its practically free with no limits.
CodiumAI has a lot of overlap with Codeium if you use the paid tier, and it can analyze the code and guess bugs.
Codeium is open source and has a lot of integrations including VS Rider and unity's docs.
Codeium is quite good if you give it the context of your scripts.
The chat agent can give decent solutions.
It's open source too.
Codium is basically completely free and open source and has a lot of integrations.
It's mostly an auto complete and chat agent. It's decent. You can give it context of your scripts and it can get quite good.
CodeiumAI has that + bug detection with paid tier.
@@bnaZan6550 Thx!
Is Parsec really free? There is a pricing range and there isn't any free tier.
Found that also misleading
Yea they seem to have changed the page and moved the free version to behind a 'try it now' button. If you scroll down it shows the comparison though, the free one still works 100% for me (using it right now to reply to this comment actually).
As someone who uses Parsec pretty much everyday for years now, I can say for sure that it's completely free
Thank you
can you make some videos showcasing how it was like using the old unreal versions , i am curious to see
I might do one talking about it but prob don't have the energy to get it up and running for good clips tho. It was definitely a but different experience:)
@@Unity3dCollege no problem sir ,i know it would be hard to find the old one but worth the asking 🤣❤️ but also much love to you for all great content you provide
Codeium best ai for unity and free version
Can someone recommend a AI code completion tool for Microsoft Visual Studio?
Source control is the biggest headache right now and at work, we are banned from using the Unity SCM/plastic, must use GIT/bitbucket that we host.... Scene merges are the bane of my existence
I recommend using beyond compare - it shows you modifications in files and you can easily view and integrate modifications someone did in a scene versus yours.
Never understood why people are so against AI its a tool just like anything else.
I prefer the Windows built-in Remote Desktop over Parsec. Parsec tie the screens to physical screens unless you pay for Pro and even then it handles multiscreen setups worse than Remote Desktop. Also I had issues with gamepad within Unreal with Parsec that I don't have with Remote Desktop.
Also I'm not a fan of Plastic Scm. For smaller-mid size projects I think that just using git / git lfs is better, and if it scales Parsec is better than Plastic Scm.
I wish that Unity stop buying these weakly related third party solutions, such as Ironsource, Parsec and Plastic and instead focus entirely on the engine. Maybe invest and participate in a few games to get the insights from actually making a game that Unreal benefit so much from.
Rider + Odin + AI Code assistance are top picks for me too. In my experience Rider is the most stable IDE for debugging consoles and other external devices too.
I haven't tried using multiscreen with it, been on an ultrawide for a few years, but it makes the ultrawide experience usable on my laptop which is what I love about it. As for plastic, I think most people prefer git, but it's great for solo projects for devs who aren't comfortable with GIT yet. Long term though anyone on a team needs to be able to use P4 or Git because that's what all the teams use. Great for the people who aren't on those yet though or lots of my simple solo projects (though I do need to clean them up now that I pushed way past the free tier)
@@Unity3dCollege Yeah, I think Plastic can be good and the preferred choice for many, especially compared to no source control at all, just that I personally don't like it. Same thing with Parsec. Most of the time it boils down to personal preference. Great video btw.
copilot with vscode.
Not on your list:
Console Editor Pro
Play Mode Save
Dotween
UniTask
Better UI
vHierarchy
vFolders
HotReload
you are not a worthy game developer. you just use assets a lot.
Tools are extremely helpful if you want to get games done..
Ew Midjourney? Boo!!!!
I struggle to find the time and energy to get into the more advanced tools. Mostly need thumbnails and placeholder art and it's great for that w/ the new web interface :) Also helpful for communicating ideas with artists :)
Hey. You can use this command to trim so it won't have a frozen frame at the beginning.
.\ffmpeg.exe -ss 00:00:00.38 -i "video.mp4" -to 00:00:01.56 -c copy -copyts "video-trim.mp4"
Throw this ODIN in the trash already!
I use it all the time, primarily for editor windows and inspector stuff. Saves a ton of time and makes it way easier to work with designers.
@@Unity3dCollege For indie developers of whom 90% are useless shit, stop advertising and misleading them!!!
I'm confused, why would indie devs not want to use it?
@@Unity3dCollege Most of the solo developers! They are the designers of their project! For the sake of one button in the editor, ODIN is not needed!
@@Unity3dCollege Besides, a lot of people have this shit! And most of them don't use this shit!