I've been trying to publish a game with UE4 for about 1 year now (on and off). I get put off by the abundance of default assumptions the engine makes about your game (if it's not a standard shooter you gotta change about 90% of the default stuff the Gameplay Framework gives you). Also UE doesn't really help with its inheritance based infrastructure. I'd much rather work within an ECS context but you just run into a lot of non-clean glue between the legacy inheritance based systems inside UE and your custom components. It's just a mess. Also, iteration times are significantly slow. If you're working with C++ things get twice as slow (at least). You really have to have your math figured out if you don't want to waste time recompiling your code every 5-8 minutes. I haven't tried Unity yet but I'll be trying it out starting this month. I'm very excited about the apparent ease of driving procedural animations and the CineMachine. Wish me luck lol
@@novaria Good luck with Unity. I actually spent the last month building a camera behavior system the leverages cinemachine in an animation timeline. It’s very cool and can make working with cameras trivially easy.
I personally develop AAA titles using Notepad and a bread board as my only tools. How are they related? Who knows. I just work at Ubisoft and my only purpose is to introduce bugs into games.
As a person who tinkered with C++ and C# who tried both engines I have to say Unreal was easier for me. The thing with the blueprint system is if you understand the basic game logic blueprints are a great help.
yes, I was trying to understand unity for pretty long, but then when I tried Unreal I instantly understood the engine. Its probably true that even a 10 yr old could pull of an OK game with unreal.
Exact experience that I had. Blueprinting just clicked, and Unreal Engine is overall less stressful for me. But many people love Unity, and if you're able to get past the C# hurdle than I am sure it has its benefits also.
There are also visual scripting languages for Unity like BOLT or Playmaker. Bolt is like C# but without writing it and Playmaker is like an easy understandable tool. I work in C# but playmaker saves me sanity and time sometimes.
yeah blueprint good all and all but you cant build a solid foundation with blueprints (i can't at least) maybe i know c# a lot more but writing with c# a lot faster for me (not talking about code performance) i can build better foundations and better structure for my game with c# if i could write c++ better i would use unreal
It is typical 'programmer-circuited' brain's thinking. The basis 'understanding basic game logic' already assumes certain kind of userbase and it is absolutely not pointing normal audiences. You can confine targets to specific group, but it may lead you from your saying. (Re-Definition of EASYNESS if ooo, if ooo, if ooo...)
I appreciate your analysis of these two incredible engines. I use Unity, but am constantly curious and amazed by Unreal. Since I am still really at a beginner / intermediate phase in learning Game Dev, I am glad to be using Unity and C#. I have found c# much more readable code than scripts I have seen in C++, so that is something. Thanks for the updated discussion!
The amount of free tools, high quality materials and assets, professional level hair systems and all these things along with the engine itself made Unreal a no-brainer for me. Yes, its probably harder to learn, but once you have passed that first learning curve the features are too many to pass. Also, i wouldn't call it only a 3rd/1st person shooter engine. As long as it's not 2d games, Unreal can do it just as well.
i've used unity for a long time and get frustrated that a lot of basic stuff isn't build in. i'm temped to try unreal since all the free tools sound much more polished that the hit and mis unity asset store stuff
9:20 - unlike others, my problem is not coding. My problem is the visual part of the development. I'm not creative enough and not good in visualizing, that's what's holding me back.
@@elangel986 I think you have a clearer future in this field than me. Because in making games visualization and creativity is more important since there are ways now to develop a no code project in Unreal and even in Unity.
@@lowkeygaming4716 there are much more money in coding, so i dont agree... and creativity in programing is also very important! You cant make a game without a coder, but you can make a game without skills in visual stuff. All of the one man gamemakers are coders. (coming from a "creative guy")
@@lowkeygaming4716 i wish i could say the same, i got no budget to hire someone and when i try to study programming my brain gives up, For visual there are lots of assets for free to use, so it would be much easier for ya.. you can do it!!
Same here, coding is not even the problem but I cant model, design. I am good with making stories having ideas and coding everything but Ill end up having to use free models which doesnt fit my expectations.
Having used both engines, both as a teacher and as a developer, I feel this was very biased towards Unity. Now, don't get me wrong. Unity is just fine if you want to make whatever. It shines in 2D games, it can pull off nice 3D games too if you know what you're doing, and you can build apps on it. But the main issue, which was pointed out in the video but not made as big a deal as it is in reality, is that everything in Unity is half-assed, like the devs start to add support to something then just stop midway through. I remember working with AR was a pain in the ass because we had to use one specific version where everything we needed kinda worked as expected. One version later it was all broken and still is to this day. Fiddle with the engine long enough and you'll find ceilings like this on almost everything. VR also had issues in certain versions. Arduino support was only good in a few others too. When I was a teacher, we had like five versions of Unity always installed so we could hop back and forth through them as needed. This restricts what you can do as a developer, because if you want to make a mobile game that uses two of these features and they are spread apart on different engine versions, there's nothing you can do. I also felt a lack of research on what Unreal can do. Yes, you can do non-games in Unreal. You can do these in any engine; I've done it even in Game Maker a couple years ago. It's being used extensively in the movies industry, but also in other stuff, from simulations to car HUDs. You can also very easily compile HTML5 games with it, and it isn't as bloated as people expect. Android games are also very viable, as well as 2D games. The thing with 2D games is that most of the 3D resources aren't available in 2D; like animation notifications, which are extensively used in 3D, as well as certain AI features like EQS (which wouldn't make sense in 2D anyway), but you can do good stuff. There are lots of 2D Unreal games out there, and if you're willing to spend on plugins, there's amazing stuff like Pixel 2D, which brings the 3D work pipeline back into Paper2D. Blueprint was also very underrated in this video. It's an awesome tool to teach the developer how the engine works under the hood, as when/if the user decides to move on to C++, they'll be already familiarized with how Unreal structures everything, making the transition to C++ very smooth, and it's also a very good way to hit the ground running in C++. Unity is very accessible when you want to do basic stuff, but when it gets advanced, it really steeps up in the learning curve in C#, and Bolt isn't very comparable to the Blueprint Editor, since you have to fiddle around in the engine to even get it working, whereas in Unreal you just right-click anywhere to create a BP and start coding. There are other things too that went missing, like each engines philosofies and basic QoL stuff that's available in Unreal but missing in Unity. Overall I felt like you didn't know enough of Unreal to give an opinion on it.
i feel you need to do a blog post on your experience and drop us a link. A lot of us newbies would like to learn from your experience with both engines
I think this was literally one of the best videos breaking down pros and cons for someone who is literally starting today on his first unreal engine 5 use. Thanks man!
I’ve worked in AAA studios as a game programmer since 2006 to now. And I agree with everything you said. Very informative. I currently use both for my personal projects for different purposes.
I'm a computer engineering student and planning to make my own game in the future, this is helpful for to know which is better. Thank you for giving the comparison with great explanation to clear out my confusion.
Type : First Person - Unreal Third Person - Unreal ( in recent years, Unity is somehow near Unreal but still , Unreal wins) 2d( platformer, top down ,etc) - Unity Knowledge : Beginner - Unity Somewhere_in_the_middle - Unity Pro - Unreal Pro++ - make your own engine Worked 1 year in Unreal and 3 years in Unity, Unreal if you want a job in a AAA company(who use Unreal, most companies have a built in engine or if you want to make a game near AAA with top notch graphics) otherwise, choose Unity. This is my personal opinion.
One little thing not mentioned in the video is the fact that some of the mentioned games like Inside were made with access to unity engines source code, so they had total rewrites of parts of the graphics engine. Which means you are limited with the normal unity version (source code access costs a LOT of money with unity) Unreal's compile times are usually long if you use the old methods of including engine.h. The newer coding paradigm is to include all needed headers on a per object / component basis, that speeds up the compile time with less overhead.
most of the time you don't need to rewrite source code but if you need to rewrite source code you can make your own system also rewriting unreal source code is almost impossible did you ever tried to rewrite unreal engine source code its so hard
I’ve just moved from Unity to Unreal 5 and MY GOD. Unreal is.... well, UNREAL the power behind the engine is breath taking. I’ve always found that you can have good post processing with unity but it takes so much hassle and time, Unreal is just beautiful to look at straight out of the box. I recommend unreal any day of the week
After 5 years of dev of my project, I've decided to rewrite it in UE 5; Unity 2021 w DX 12, DXR, HDRP is abysmal in performance, Nanite and lumen gets me 12x fps in the same scenes (and look waaaay better).
@@LoudFiat I've just started with unity, idk why I'm watching this video, I was looking for "terrain ideas" because I'm getting fed up with it, every time I make a terrain it looks like a trash, nvm, how is UE after 6 days of your comment?
Wait.. Is unreal competing with unity? According to me unity has only got 2-3 world known famous games.. and unreal easy to mention 100+? guess I have to go do more research. Thanks for the heads up. I thought unreal was the leader in the industry.
I like Unity because it suits my specific project well and does what I need it to. Unreal looks AMAZING but I am too lazy to learn C++ AND a new engine. Maybe one day.
@asiri maduranga I do some solo game development on the side as "Light Pyro Media"" but I haven't released anything yet. I mainly do contract concept art for other groups.
A few things that were wrong. Most importantly, with Forest, you seem to have confused high-resolution textures from an asset pack with "good graphics." Forest is a go-to example of a default Unity project with no unique art direction or style. The engines are not free in a similar way under a certain income. UE4 is completely free to the point of source access, profiling tools etc. whilst Unity even if you don't make x amount they've now paywalled a collection of useful features that most serious devs would need when working on a full game. Unreal is NOT a good or even ok option for mobile dev just because you've seen Infinity running on mobile. A game created by a dedicated team from the engine creators. Unity is a much better option for mobile, not even close due to all the lacking features and difficulties with building a mobile game with unreal. Hopefully, it's obvious that I'm not fanboying either side as the two main things that were wrong were pro the other engine. Just annoying to see another, "use whichever" VS video when there are some clear and easy selling points for both when you've actually had some experience using both for a long enough period of time rather than just doing a days research to release a video. And more of a preference thing but you only looked at the coding languages based on what you like to use, which also makes it clear you've used Unity for a long time. But C++ is the better language, more flexible, full control over memory and it's more performant. If you're serious about developing, the learning curve is pretty irrelevant as after the tiniest percent of the overall time you'll be developing through your life, you'd have become proficient at either.
First off I want to say this is all great stuff, and I appreciate the comment. I have to be honest in that I don't know how the guys at Endnight decided to handle all the assets in The Forest, what I do know is that the team that built it has a background in film visual effects, having worked on films such as The Amazing Spider-Man 2 and Tron: Legacy. They were able to bring this knowledge to Unity to create a visually impressive game (and one that happens to be #7 on steams top sellers at the moment). It's probably an unpopular opinion but I don't personally believe anything is wrong with buying high-quality asset packs to use in your game, especially if that's a skill set that you're lacking. I did mention that UE4 gives you source access which is very nice for experienced developers. Unity also gives you access to the entire feature set of the engine in the free version; there is nothing paywalled within the software, although this wasn't always the case. The only exception here is the customizable splash screen, online services like usage analytics (not the profiler, which is available for free) and cloud builds, which you can find replacements for. I do agree that if someone wants to make a mobile game it's going to be easier to use Unity, I should have made this more explicit in my video. As for the coding language, this really is a matter of opinion. I know a lot of people who prefer to work in C++ and I know people that refuse to use Unreal for the sheer fact there is no easy support for C#. Which language is technically better is irrelevant, and I think up for discussion, as they are both fine languages for making games through these engines. This is a big thing that drives people's decisions on which engine to use, and if you have knowledge of programming I'm sure you already lean one way or another. If you don't have experience programming, it is my opinion that you should start by learning something like C# or Java and therefore Unity is going to be a more natural fit, but it's just that, an opinion. Also, I'm assuming most people who are searching and watching this video are people who are just starting out and want some guidance. Because of that learning curve is something that I have to cover. I've seen several beginners open up Unreal only to spend weeks banging their heads against a desk not able to get the results they wanted, and in turn, this caused them to drop it and move to Unity. I'm not trying to say that this will factor in later on, but it could help prepare people when they otherwise might not know what they are jumping into. Again thank you for the comment, it made me really think about some of the points I made and why I discussed the things I did!
There is no better language. It's fair to say c++ is more powerful as it gives you more control over low-level stuff. But more power and control can be both a good and a bad thing depending on circumstances and needs - in many cases simplicity and fast iteration times are better. Also keep in mind this video is mostly for beginners. Custom memory management and data alignment is cool to have but i'm sure it's something most hobby or even indie game developers won't ever want to or need to worry about - also with DOTS/ECS you can have performance mostly comparable with c++ in c#. Sure it's only in preview at the moment but i'm more than sure it will be production ready long before any beginner will learn c++ to the point where he'll be able to implement anything more performant in c++. TL;DR; if you're just starting to learn go with c#. You can always learn c++ later.
Great video! I am learnig Unity and making my first game, I thought about switching to Unreal, but it is very difficult. Your video helped me a lot. I will continue with Unity and improve my abilities there. Thank you!
I still remember the very first moment I installed and touched these two game engines, with very little knowledge on C# and C++. After a solid day on Unity: I know how to make a game from end to end. After a solid day on Unreal: One single editor palette gone drove me crazy.... I know millions of ppl are better than me but hey that's me...
Agreed, both engines currently have HUGE gaps that make it nearly impossible for an entry level user to get what he wants using either of them. Unity: - Can build a whole game level, import a 3D character, code his entire movement and interaction system and build the UI system in one day. Can basically do anything using C#, incredible customization capability. - Takes 3 weeks to figure out how to make the game look like it wasn't developed in 1995 using the MS-DOS version of the DOOM engine. Unreal: - Solid visuals out of the box, can import a level and make it look stunning and realistic in one day. - Takes 2 weeks to figure out how to import a character and make him walk forward when you press 'w'. - Takes another 2 months to 'compile shaders' if you accidentally change any default material in the scene. Neither is usable to build a full fledged game out of the box. I have gone back and forth between the two and gotten frustrated each time. An ideal engine would be something that will provide the realism of Unreal while giving the coding simplicity of Unity. Unfortunately Unity has no intention of fixing their shitty graphics, in fact they keep cutting graphics features like lens flares in new releases, while Unreal only advertises graphics and not ease of use, so doesn't look like that option will be available anytime soon.
Great video! Learned a lot about both Unity and Unreal. Since both engines have their own pros and cons, I like how you ended the video saying it’s pretty much up to the individual and what’s best for them. The fact that both Unreal and Unity can publish Nintendo games was surprising.
Great vid btw, I think the pros & cons of each you gave are quite accurate. From what I know in a nutshell Unity's problem is *severe* lack of reliable features, direction & stability and Unreal's issue is a lack of freely available knowledge pool both in the context of anything beyond surface level complexity. Also most ppl agree that working with C# is a much better experience. I'm working on a AA 3D ARPG on Unity and quite frankly Unity feels like a mere 3D rendering engine with some bare minimum game dev tools hacked onto it. I had to write up pretty much everything by myself and fill in several blanks with 3rd party systems. It's sad that when you get so far you realize late that you kinda have been lured by appetizing tutorials with deceiving simplicity. I've been wanting to transition to UE for quite some time cuz Unity nowadays doesn't seem interested in saving what looks like a sinking ship despite the myriad complaints they get on a daily basis on their forums though porting entire big projects is just too painful an experience to repeat and there's no denying the overwhelming popularity of Unity being a significant advantage that can to some degree offset the many, *many* cons through the sheer amount & quality of external resources if you're a solo dev or small team with limited budget/resources. For every good thing in Unity I can name 3 more bad ones and I've noticed that despite when even actively looking for what possible cons UE has cuz it looks too good to be true and you'd generally hear ppl having a good experience with it while on the Unity camp you'll read hundreds of walls of texts of complaints & rants. So basically the main reasons I'm still using it are: C#, community resources & docs and the fact I went too deep into development to consider porting now unless maybe the process isn't too painful and if Epic find interest in my project someday to consider helping for the port. Then again the knowledge & skills I learned and resources I acquired are too valuable to throw away now.. An engine + a language's frameworks are quite big and require a lot of time and patience. That or hopefully Unity comes to its senses and start making the engine more stable, with faster iteration times (read assembly reload..) with reliable *native* features instead of dumping all the responsibility on 3rd party to make a quick buck. I don't think UE is perfect either tho cuz the main complaint I hear from ppl using it is a very significant lack of information so what good is having a huge box of tools if you can't have an extensive enough manual to use them to make something complex so the main worry in using it is getting stuck in some obscure parts of the engine and not finding answers or workarounds cuz you have to realize that the majority of online users are just hobbyists in the end. I'm open for feedback on this though cuz my knowledge of UE is limited since I haven't used it.
I am doing a lot of procedural world generation. I did it with Unity and Unreal and atm I honestly think, if you want to implement a lot of procedural content, Unity will work better. There are already very good third-party plug-ins and way more documentation/tutorials.
Using Unreal. Day 4. 2D pixel game. Making a platformer, demo. Not sure what to do but taking notes as I go. Reason for unreal engine for me is that I will help my friend with the game music and graphics. Since he is using Unreal, I thought, "why not learn a little", just to understand what it can and cannot do. Then I can recommend and help better. So if I do this a little every day, whole year. I bet I can make my own game 2022. Since I work, I only have a few hours each week to actually invest in this. But its fine, because Cyberpunk 2077 doesnt work on my old PC I am using, lol. I have no clue why I am still typing.. Have a better year 2021 guys! Thanks.
I personally just started to use unreal engine, and I'm using blueprints but plan to switch to C++ soon since I spend a whole week learning the language. tbh, i don't think the unreal engine interface is that complicated. it took me 20 mins of tutorials and after that it was all really easy. But I have to admit, trying to fix bugs is pretty hard and there aren't many results when you try to search up how to fix a bug. But I'm planning to stick with unreal because of all its tools and also all the amazing assets in the marketplace.
when you create your game with your own codebase is a lot easier to debug thats why i don't like blueprints if you know what your doing while code c++ you will be fine
In my opinion to find what's best for you is test drive them create a smallish prototype keep it the same in both engines and then you will be able to sum up what works for you don't listen to others it has to be you who make the decision but i do agree with the face C# is defiantly easier to get your head around . I do have to say there a few points that has been missed here on the unreal front such as the learning tools that unreal offers developers with some very interesting and informative content, i always find it very strange that a lot of guys that don't work with unreal make the point that to them the ui is hard to understand at the start but when you break them both down they are very similar. Remember guys and girls whoever you listen to on this topic there is always a bias opinion on engines not that they mean to it's just how it is, your the only one that can decide what's right for you. Good job on the breakdown Brendan
This is probably the best Unity vs Unreal video I have seen! One my biggest gripe massive amount of preview packages (and they sit in preview for years, although it is kind of changing now) and with Unity is having to rely on 3rd party plugins or you have to create things on your own. Just to be clear I am not talking about things you can/should make yourself. I am talking about things that engine should natively provide.
From what I've seen trying both engines, Unreal is by far the best. Not just because of graphics but primary the workflow. With unreal it just feels like a game.
شكرا لك شرح ممتاز ومباشر و الاهم المقارنة صادقة دون تحيز Thank you for an excellent and direct explanation, and most importantly, the comparison is honest without bias
Basically for hardcore graphics stuff - Unreal, for everything else - Unity. It mostly comes down to the difference between c++ and c#. Developing a game in c# is many times faster and easier than c++ and c++ is only worth it if you need really top of the edge performance.
"Unity's interface is much more scaled back, simple, & not very intimidating"? At the beginning perhaps, but once you've actually created something and you have many assets and prefabs with a dozen components in an object with unity events everywhere, it becomes not so user friendly. Then open animation and animation controller windows, maybe a shader graph material or two and things start to become a real mess. Unity just dumps all this crap into one window and it's kind of nuts. Unreal does a much better job of keeping these things separated so you don't have a massive wall of information in your face, allowing whole screen to be used for the relevant info. I find this makes large Unity projects incredibly hard to traverse if you don't already know where something is. Hardly anything in unity is color coded, and most fonts are small too, making an already painful experience even worse. In unreal, literally every variable type has a unique color, you can know exactly what type of data you are working with just by glancing at it. If you ever have to work in a Unity project that you aren't familiar with, it's a nightmare to figure everything out because everything looks the same. This also doesn't include the confusing switching between scene view, game view, and prefab view. Tiny small buttons that tell you what you are viewing and one small button to switch back to the scene view that hardly looks like a button at all. In unreal, these things are all neatly separated between the main viewer and the blueprint editor. Where as unity shoves all this functionality in one universal window. I also really have an issue with the animator windows and assets, not being able to edit or create an animation without having a specific GameObject selected is not user friendly at all. Comparing Unreal C++ to Unity C# directly when talking about learning curve is kind of misleading. You can essentially build an entire game, or at least most functionality in blueprints, even if "it's not recommended". Having this pre built into the engine by Epic themselves is far more intuitive than any unity plugin will ever be. It's an effective way for someone getting into coding, or someone who doesn't have much coding experience to learn without having to go through the setup of an IDE or plugin. Although I will admit that having prior coding knowledge is very helpful in knowing what nodes to use in blueprint. More advanced users who know Unreal C++ can create custom C++ blueprint nodes though and expand that simple but powerful system even more for anyone working on a project. In general, unreal is far more scalable and doesn't try to shove everything into one editor window which becomes nuts once your project gets larger. Having separate windows/tabs for animations, materials, blueprints, structs, tables, textures, meshes, state trees, and far more, is much better for organization and keeping you focused on the task at hand.
It is a pitfall of super-edgy feature die-hard user. They always say 'this feature is crucial. Must be displayed in main view.' or 'This thorough shortcut call system is perfect. Only needs constant update.' They are product's most professionals and company believe their words. Someone say 'Hey, why all this this things here? Do I should know all of this to start from default screen?' and be ignored. Surely Unreal is not that level, but 'Hey mom don't clean my room!! I need all of this!' approach is not sound both company and newbs.
I wish all indie game developers felt this way, then maybe unity might change it's software fopr the better, but there's too much push-back for any critisism with unity as a whole as it's still seen as an underdog...
The difference in graphics between the two is important, and yes they do differ greatly BUT those differences only matter IF your "style" calls for it. When people talk about graphics, the biggest mistake they make is avoiding style as the primary driver, because the style defines what the graphical needs are. Some games only look "good" because they picked a style that matches the engine's capabilities and have good art direction.
'ey man, I just found this video randomly while looking up differences between the engines. I don't even know what your channel is about but that intro had me subbing so fast! haha, right on!
Many people advocate certain engines because of the Diff(A, B). But 1. Most people are not affected much from that difference. 2. 'Noobs' never feel comportable with geeks' "Hey, Try this! This is especially good for beginners like you guys!" things. They just need straight, uncluttered, unambiguous informations without 'new-new way to utilize new Y replaced Z for A'. 3. When devs get accustomed enough/experienced enough to feel the pros/cons of engines, They can make decisions without 'Senior's nags.
Oh, c'mon. Quixel's MegaScan library alone is worth getting on Unreal. And then you add MetaHumans, Nanite, Lumen, and MetaSound, all of which are something that Unity doesn't even have and they all save you tons of time when you are creating your game, even if you are a solo dev like myself. And you can actually achieve unbelievable results with Nanite (especially if combined with MegaScans assets or photogrammetry models) and Lumen. I never used Unity but the learning curve for UE5 was extremely smooth. Blueprints are incredibly intuitive and so it's the overall UX. Also, the Unreal Marketplace has tons of assets, plugins, and template that make your life easier. Again, I never used Unity, but those things I listed at the beginning are enough to make you choose UE5 over it. Even just one of those.
What Brendan says for programming is completely true because at first, I remember stressing over my programming skills when suddenly, I do a leap by making Java applications. You can do it, it's not magic computer jargon, and also you should have at least two monitors for efficient cheating!
My biggest problem in learning Unity the past 3 years is how much has changed, maybe for the better in some cases, but nonetheless rendering all my past experience with a depreciated skill useless. Whenever I peak into Unreal, it seems like they have the solution to my problem already built in, and seem much more about adding free assets and tools for the community, as opposed to Unity constantly ripping things out, changing direction, and not adding in basic features for things like their shader graph and rendering pipelines. I am grateful, however, for having learned C# because of Unity. It's a great language and really easy to quickly iterate with. Knowing what I know now, I would probably tell my past self to start with Unreal (though the grass always looks greener on the other side).
GDC State of Game Development 2020 show market share: Unreal 45% unity 33%. Search game programmers jobs and C/C++ pops out more. Just because it is harder doesn't mean you won't profit more, it often mean the contrary.
There was a say that English brain was sold at 500$ per pound while French brain was sold at 1$ per pound. To an offended French guy, they replied: rarity makes the price.
From what I see in this video, I think Unity would be the best choice for me, I don’t wanna make a game with realistic graphics and stuff, I am more on the poly modernistic type of games.
Thank you very much for this informative video. We are currently planning a game project for university and we have do decide for an engine. Your video helped me to create a complete comparison sheet which I can discuss with the team.
Thanks Brendan that was really good. I use Unreal but hear a lot about Unity so watched this to help compare the two. It has given me a lot of insight into Unity which I know next to nothing about. It has also helped me appreciate how much I have already learnt about Unreal and visual scripting. It was the Kite demo stuff I saw for Unreal that got me into it, the open world stuff I find fascinating.
I came across your video because I'm thinking about dumping Unreal for Unity. I'm tired of fighting with the engine. The last project I worked on was a puzzle game with rotating pieces. All was well until you try to rotate a puzzle piece around the Y-axis. You can ONLY rotate +/- 95 degrees on the Y-axis in Unreal. That's the "pitch"/"looking up and down" in an FPS. You can tell that the engine was built for FPS games. The work around for that was such a headache (destroy the actor, recreate the actor with the in the proper place and with the proper orientation, but with it's Y-rotation set back to 0) that I started looking into Unity. That was too much of a headache ... and it turns out that this is a known bug that's been a known bug for years.
I have moved to Unity now for my VR game. Just so many issues with the current builds that I might as well use Unity (after a 3 year break) instead if wasting my time waiting and hoping they will fix them. I have no problem creating my own assets. For a FPS shooter or RPG I would probably still use UE just to use all the free assets and textures available.
I decided to stick to Unreal instead of Unity back when it became free not just because of the graphics but because as an artist I thought the Blueprints system of coding would be far less intimidating than typing out code manually. Yet I'm hearing more and more, this video included, that Unity's C# is actually way easier. Guess I should give Unity another chance... after all, it has come a long way from when I last touched it in the early 2010's when everyone and their dog were making "Slender" clones. XD
Very informative video with lots of easy-to-digest information, cheers for this. I've always been fascinated by game development but only dipped my toes into some RPG Maker things in the late 2000s/early 2010s, and more recently Frictional Games' in-house HPL engine. I just downloaded Unreal yesterday and have been tinkering around for a few hours. I think I'll try Unity at some point too as it may be more accessible for someone of my entry level. Both seem phenomenally powerful and capable. Thank you for going into as much detail as you did here, hope you're doing well.
I love unreal engine's graphic but as a Programmer for nearly a decade I can't deal with blueprints. C++ in Unreal is not standard C++ and you also need to use blueprints with them, There's basically no escape from blueprints. So I stick with C# and Unity unfortunately
Good video. If you're going to make shooters Unreal will definitely give you wind in your sails. I started with Unity about 3 years ago but I mostly make FPS games in Unreal these days and it's just brilliant.
Thank you, great video. I been with Unity3D for, hmmmm 8 years I think, a long time. I going to learn UE for 2022 and build a game with it. The move from C# to C++ I hope is not a long path. As you said, give it 30 days. I will and see if I make the switch. The only sad part was the drop of support on 2D for UE. Maybe UE see Unity is wha ahead of the game and they only want to focus on 3D only. The 2.5D in UE may work just as well. The test will be on a phone.
Hi Brendan and thank you for this great insightful video on which engine is better, even though in the end it seems to come down to personal preference. Anyway hopefully you can take the time to answer my question as this is already a year old video. I'm completely new to game design, and just want to give it a go and see where this adventure ends. Now for coding, I've seen that C++, even though it's more difficult than C#, the following description can be found on it: "Developers tend to choose C++ when it comes to the speed of applications. It's a more powerful language to run video games and operating systems, while C# is a beginner-friendly language and it's better for creating Windows software and web development, usually backend." Wouldn't that make C++ the better choice despite that it's more difficult to learn? Probably also depends on the type of game I'd like to build. I'm thinking along the lines of Dragon Age, with the realtime-with-pause mechanic, where I can opt to command characters to perform multiple tasks, before unpausing the game and seeing the characters do exactly that. Graphics at first, when learning aren't a big deal, but I'm under the impression that, when Unreal Engine 5 is released in full effect, it's probably the best there is on the market and with regards to delivering an as polished as possible game, it's probably wiser to go for learning Unreal Engine 4, which will make for an easier switch to UE5, than Unity, unless Unity will drop an engine update soon which rivals the photorealistic options of UE5. I'm tempted to consider Unreal Engine over Unity, but perhaps my arguments make no sense.
No problem Omkara, I think you're honestly worrying too much about the capabilities of the engine and the type of coding language you'll be using. For your purposes I would say that neither of these matter in any way except if there's something you can't do in one engine that you need. I would say given your description of the type of game you're trying to make, you could do that with either engine. You aren't going to be held back by anything other than your preferences and learning speed. So what I would recommend is the same as in the video, give each engine a try since they are both free and give them a couple weeks each, maybe a month. Then you should know which one you're more comfortable with, and I would move forward with that. On the topic of graphics, are you doing a hyper-realistic game? There aren't many games that are at that level of fidelity and the ones that are, are more showcases or experiences than a game, or made by large studios with dozens if not hundreds of people working on the same game and millions in the budget. There are very few solo developers that end up going that route, also many of the best games out there are not hyperrealistic, dragon age graphics are very possible in either of these engines. As for coding, this is really preference unless you are pushing the limits of a pc. C++ is more powerful and can be faster since it's a lower level language than C#, however nowadays most optimization doesn't actually come from that kind of coding, you can still manage memory and most other things using C#, and the things that actually need to be optimized are models and textures, especially when running high end graphics, not code. Of course there will be people on both sides that say one language is better than the other for this or that, but if you actually learn how to code, it's not that difficult to switch over to other languages. For example I know C#, C++, Python, Java, and JavaScript to name a few. The hardest thing to learn is how to code in the first place, all the foundational stuff stays the same and can be applied to each language. Another thing to keep in mind is that you'll need to learn the API's for each engine, which means not only learning C# or C++, but how they work within Unity or Unreal, this is where I think you should focus while beginning. Hopefully that helps you with some of your questions. Personally I would try to create one mechanic or interaction that you would like in your game, in each engine. By that point you'll probably understand which one you want to go with, really there is no wrong answer for your particular case.
The issue for Unreal in the future is the same issue other languages had when microsoft declared C# and .netcore was going to be open source and free, this draws in a tonne more people to collaborate as a community and make the language / feature set better. I can't imagine having to code in the earlier versions of C# and .netcore having stuck with it and stayed with it as the newer versions of the language emerged with various performance increases across a variety of libraries and the advent of newer community driven libraries focusing on performance replacing old ones. C# just has a very strong community and array of applicable application types that it brings to market quickly because of the language learning curve. That's not to say I 'hate' C++ it's actually my 'side piece' when it comes to writting embedded software I 'love' C++ but.........when your game engine hits the required FPS and it can multi-thread like the best of them having to write 2/3 times the code in C++ to get a top end 5% increase in performance is a HARD choice to see your vision realised and not hanging in the shelf for another 1-2 years......it depends on your budget, deadline and preference. There will always be the die-hard tribes who stick to their languages, personally I think everyone should dip their toes on eather side of the fence and just go with what you feel happy with, I personally will continue to code in C# and C++ and it's up to me if I want 90fps or 110fps....will the user see a difference? probably not, will I burn out less building my game in unity? probably not...
One small caveat with pricing. Yes epic store does charge only 12%, but you don't just get to up and release your game on epic. They have to think your game is worthy enough to be in the epic store. Also you would have to decide if you are developing a game to make money or to tell your story. Because currently if you go with epic it is usually under an exclusivity period. (unless you are a large publisher and can decide to not such as techland with dying light 2). If you want to tell your story then you are more likely going to want as many people as possible to be able to play your game asap, which you would want it to be released in as many storefronts as you can ( gog, steam, itch, Windows store, and even ea is hosting 3rd party titles now) sure that may not make you as much money per copy sold but it does greatly open up your customer base.
As much people likes recommending Unity, I don't like the fact I have to split my art process with a pile of code. The visual scripting is the only thing that keeps me going while making games. So I'll stick with Unreal.
unity has visual scripting either but if you wanna build big games with blueprints it can be little bit hard to work on and they can be slower than code, i dont think you can build solid foundation with blueprints (maybe im wrong but i tried) if you know how to code writing scripts in c# is a lot faster to code and more stable foundation for your game than blueprints
Iv been really caught on this topic. Ive been drawn towards the Unreal world for creating a game becuase part of my job is also creating Architectural Visuals and walk throughs. unreal really looks like it can deliver on this hyperrealistic output but my only real programming option is blueprints where as in UNITY I will be able to avail of C# a programming langued I am quite proficient in. Im starting to think i should just move forward with unreal use Blueprints and slowly learn c++ over the next few years.
Unreal is going to be adding a new scripting language called Unreal Verse in Unreal Engine 5 (confirmed by Sweeney himself in the last livestream of 2020). I'm not sure what it's going to offer that Blueprints and C++ don't, as there isn't much info on it other than what they showed in the livestream, but Epic has been talking for a few years now about an intermediary language to address the complaints about Blueprints and C++.
Seems to me that Unity is more versatile and used more creatively. Unreal appears to be mostly for shooters and walking simulators. The Unreal Engine being publicly available is something that also still amazes me. It wasn't _that_ long ago when it was only available to established AAA studios with gazillions of dollars, now anyone can use it. Perhaps one day RAGE will be made freely available, but I doubt it. Would be cool to see though.
Thanks. Very informative. Never thought I would see a day Unreal is cheaper for most than Unity. Also I was reading about Unreal 5's Nanite engine. As a former architect visualizer I used to produce just high poly for still and animated scenes. I just don't want to spend time, and that feature can be a game changer for that. I just want to get back to this sector as a hobby.
If you just care about insane grafics use ue5. But think you should learn cry engine and unreal engine. Because cryengie got a better grafics than unity and it is more similar to game engines they use in studios. If you look at multiple game engines they have all a very simmur overlay. I think that ue is the only game engine that somehow looks different from the other ones. Many big studios still use in house engines. Like rage and anvil ect. But with the release of ue5 I think many studios will slowly transition to using unreal. There are already some studios who started using ue5 for their new games. Also I believe nowadays if you go for Grafik go with cry or Unreal. I personally love unreal engine because of the market place and the quixel bridge. This is just very helpful because of game engines. Also I think that it also depends on what ever game you want to make. Here a summarisation of different engines: - Unigene->for simulations - unreal-> first person third person shooting or story game - cry engine-> for everything -unity ->also for everything
The question is why invest so much time in learning C# just for Unity ... 😿 ... Especially if someone is already working with C++ Java and Python in their respective Field..
Lol C# is not a Unity internal language, it's made by Microsoft, Windows, half the web and most windows apps are made with it. If you know well C#, you can work anywhere.
I feel like UE4 is much faster for prototyping games as a novice/beginner. All I know is that I tried watching a tutorial for setting up a customizable character with morph targets in Unity and it was like an hour or more long, with a ton of steps. In UE4 I can literally do that in 15-20 minutes including having the character changes be saved across levels.
As a first time game dev with no experience in coding, 3d modeling, etc -- I chose Unreal. 5 months in and love it. Unity was a close second though, but I dont like that Bolt is basically third party, doesn't have as big of community, and isnt as battle tested as blueprints. Pixel 2d for Unreal I heard helps a good bit with the 2d issues, but its $99, so if my game was 2d id of hesitated. Absolutely crazy we have these two engines available for free. Id of never thought of making a game 5 years ago.
it depends on what you want from a game at the moment. Now I want to just get used to making basic games since I am new then start getting into crazy ridiculous games once I can do the basics without any errors.
I'm gonna save u 30 min of ur life Unity: if u are beginner great choice Unreal: If u have some game development experience and want good graphics and bigger games use unreal
Fantastic video, Brendan. I nearly agreed with you on every single point. I've been using Unity for several years, but I think I'll be making the switch to Unreal for a smaller project, but with a focus on graphical fidelity. As much as I love Unity, the lighting system just isn't cutting it. Both engines have their pros and cons and I can't say it's a wise decision to be 100% loyal to either one of them 100% of the time. Different use cases for different engines. Thanks for taking the time to make this, it's well thought out and you have some great insight.
For me personally I tried both engine Unreal was far more understanding for me yes C# is a easy language to understand, and use but their are plug-ins that you can use for unreal for c# if you wish to use it. It's called C# for Unreal I do see how people understand Unity, and can use it but it way to stressful for me and my team to use unity
You should have actually ended the video at the 30 seconds and then just made a follow up video for the legitimate one. You can't argue with the trading card statement, even though I'm currently trying to learn Unreal.
I think that as a result of Unity's purchase of WETA, and the tools that comes with WETA, you will see Unity will leave Unreal pretty much eating Unity's dust.
I have a Mac and it took a day to install Unreal; there were so many challenges. Unreal for Mac needs also Xcode, that take all GPU and that is a big problem. Besides Epic Games 31,15 GB + Xcode 29,54 GB takes 60,69 GB hard drive. 1 TB is not enough, needed 2 TB. Unity basic takes only 584,1 MB.
What game engine do you use and why did you decide on that over all the others?
I've been trying to publish a game with UE4 for about 1 year now (on and off). I get put off by the abundance of default assumptions the engine makes about your game (if it's not a standard shooter you gotta change about 90% of the default stuff the Gameplay Framework gives you). Also UE doesn't really help with its inheritance based infrastructure. I'd much rather work within an ECS context but you just run into a lot of non-clean glue between the legacy inheritance based systems inside UE and your custom components. It's just a mess. Also, iteration times are significantly slow. If you're working with C++ things get twice as slow (at least). You really have to have your math figured out if you don't want to waste time recompiling your code every 5-8 minutes. I haven't tried Unity yet but I'll be trying it out starting this month. I'm very excited about the apparent ease of driving procedural animations and the CineMachine. Wish me luck lol
@@novaria Good luck with Unity. I actually spent the last month building a camera behavior system the leverages cinemachine in an animation timeline. It’s very cool and can make working with cameras trivially easy.
@@BrendanDickinsonUnity Sounds cool! Will you put up a little demo video of it sometime? Thanks, just downloaded the engine again haha.
I've actually been talking it over with the team and I probably will post a feature highlight video sometime, just need to find time!
@@BrendanDickinsonUnity yehe, same old issue as always. I know it just too well. I'll share some short clips if I get something exciting working.
I personally develop AAA titles using Notepad and a bread board as my only tools. How are they related? Who knows. I just work at Ubisoft and my only purpose is to introduce bugs into games.
What are you on 😂 who thinks of this
Underrated lmfao
I'm pretty good at introducing bugs into games myself, are there any openings at Ubisoft?
@@Lord_Volkner There is no interview process for those with zero programming experience. If you're resume is blank, you're hired!
@@PinoyBoyist Well, darn. Looks like I'm over-qualified.
As a person who tinkered with C++ and C# who tried both engines I have to say Unreal was easier for me. The thing with the blueprint system is if you understand the basic game logic blueprints are a great help.
yes, I was trying to understand unity for pretty long, but then when I tried Unreal I instantly understood the engine.
Its probably true that even a 10 yr old could pull of an OK game with unreal.
Exact experience that I had. Blueprinting just clicked, and Unreal Engine is overall less stressful for me. But many people love Unity, and if you're able to get past the C# hurdle than I am sure it has its benefits also.
There are also visual scripting languages for Unity like BOLT or Playmaker. Bolt is like C# but without writing it and Playmaker is like an easy understandable tool. I work in C# but playmaker saves me sanity and time sometimes.
yeah blueprint good all and all but you cant build a solid foundation with blueprints (i can't at least) maybe i know c# a lot more but writing with c# a lot faster for me (not talking about code performance) i can build better foundations and better structure for my game with c# if i could write c++ better i would use unreal
It is typical 'programmer-circuited' brain's thinking.
The basis 'understanding basic game logic' already assumes certain kind of userbase and it is absolutely not pointing normal audiences.
You can confine targets to specific group, but it may lead you from your saying. (Re-Definition of EASYNESS if ooo, if ooo, if ooo...)
I appreciate your analysis of these two incredible engines. I use Unity, but am constantly curious and amazed by Unreal. Since I am still really at a beginner / intermediate phase in learning Game Dev, I am glad to be using Unity and C#. I have found c# much more readable code than scripts I have seen in C++, so that is something. Thanks for the updated discussion!
If I used unreal to make a project, I would pray I ended up paying the 5% lol.
The amount of free tools, high quality materials and assets, professional level hair systems and all these things along with the engine itself made Unreal a no-brainer for me. Yes, its probably harder to learn, but once you have passed that first learning curve the features are too many to pass. Also, i wouldn't call it only a 3rd/1st person shooter engine. As long as it's not 2d games, Unreal can do it just as well.
It is harder because the skill cap on Unreal is higher. Working with Unity felt like you are being held back.
Do you think a card game would be working well in Unreal?
@@lych1669 i'm no expert but unless you need killer graphics why bother with unreal, unity is far easier and like the video said, a better sandbox
i've used unity for a long time and get frustrated that a lot of basic stuff isn't build in. i'm temped to try unreal since all the free tools sound much more polished that the hit and mis unity asset store stuff
@@TheSateef Thanks, but don't your two comments kinda contradict each other?
9:20 - unlike others, my problem is not coding. My problem is the visual part of the development. I'm not creative enough and not good in visualizing, that's what's holding me back.
Um the opposite, i have problems with coding because i don’t actually take time to study, i love doing visual,UI, and modelling(blender)
@@elangel986 I think you have a clearer future in this field than me. Because in making games visualization and creativity is more important since there are ways now to develop a no code project in Unreal and even in Unity.
@@lowkeygaming4716 there are much more money in coding, so i dont agree... and creativity in programing is also very important!
You cant make a game without a coder, but you can make a game without skills in visual stuff. All of the one man gamemakers are coders. (coming from a "creative guy")
@@lowkeygaming4716 i wish i could say the same, i got no budget to hire someone and when i try to study programming my brain gives up,
For visual there are lots of assets for free to use, so it would be much easier for ya.. you can do it!!
Same here, coding is not even the problem but I cant model, design. I am good with making stories having ideas and coding everything but Ill end up having to use free models which doesnt fit my expectations.
Having used both engines, both as a teacher and as a developer, I feel this was very biased towards Unity.
Now, don't get me wrong. Unity is just fine if you want to make whatever. It shines in 2D games, it can pull off nice 3D games too if you know what you're doing, and you can build apps on it. But the main issue, which was pointed out in the video but not made as big a deal as it is in reality, is that everything in Unity is half-assed, like the devs start to add support to something then just stop midway through. I remember working with AR was a pain in the ass because we had to use one specific version where everything we needed kinda worked as expected. One version later it was all broken and still is to this day. Fiddle with the engine long enough and you'll find ceilings like this on almost everything. VR also had issues in certain versions. Arduino support was only good in a few others too. When I was a teacher, we had like five versions of Unity always installed so we could hop back and forth through them as needed. This restricts what you can do as a developer, because if you want to make a mobile game that uses two of these features and they are spread apart on different engine versions, there's nothing you can do.
I also felt a lack of research on what Unreal can do. Yes, you can do non-games in Unreal. You can do these in any engine; I've done it even in Game Maker a couple years ago. It's being used extensively in the movies industry, but also in other stuff, from simulations to car HUDs. You can also very easily compile HTML5 games with it, and it isn't as bloated as people expect. Android games are also very viable, as well as 2D games. The thing with 2D games is that most of the 3D resources aren't available in 2D; like animation notifications, which are extensively used in 3D, as well as certain AI features like EQS (which wouldn't make sense in 2D anyway), but you can do good stuff. There are lots of 2D Unreal games out there, and if you're willing to spend on plugins, there's amazing stuff like Pixel 2D, which brings the 3D work pipeline back into Paper2D.
Blueprint was also very underrated in this video. It's an awesome tool to teach the developer how the engine works under the hood, as when/if the user decides to move on to C++, they'll be already familiarized with how Unreal structures everything, making the transition to C++ very smooth, and it's also a very good way to hit the ground running in C++. Unity is very accessible when you want to do basic stuff, but when it gets advanced, it really steeps up in the learning curve in C#, and Bolt isn't very comparable to the Blueprint Editor, since you have to fiddle around in the engine to even get it working, whereas in Unreal you just right-click anywhere to create a BP and start coding.
There are other things too that went missing, like each engines philosofies and basic QoL stuff that's available in Unreal but missing in Unity. Overall I felt like you didn't know enough of Unreal to give an opinion on it.
i feel you need to do a blog post on your experience and drop us a link. A lot of us newbies would like to learn from your experience with both engines
tldr; anyways unreal best:)
I think this was literally one of the best videos breaking down pros and cons for someone who is literally starting today on his first unreal engine 5 use. Thanks man!
I’ve worked in AAA studios as a game programmer since 2006 to now. And I agree with everything you said. Very informative. I currently use both for my personal projects for different purposes.
Lol I was born in 2006
@@sohailaali2081 so.... what's that information for?))
He is talking about how experienced he is
@@Andredy89 he's 16
@@sohailaali2081 unfortunate, the early 2000's were a great time
I knew so little about game engines and this video was a great starting point for me. Thanks a ton, man!! Super informative.
I'm a computer engineering student and planning to make my own game in the future, this is helpful for to know which is better. Thank you for giving the comparison with great explanation to clear out my confusion.
Type :
First Person - Unreal
Third Person - Unreal ( in recent years, Unity is somehow near Unreal but still , Unreal wins)
2d( platformer, top down ,etc) - Unity
Knowledge :
Beginner - Unity
Somewhere_in_the_middle - Unity
Pro - Unreal
Pro++ - make your own engine
Worked 1 year in Unreal and 3 years in Unity, Unreal if you want a job in a AAA company(who use Unreal, most companies have a built in engine or if you want to make a game near AAA with top notch graphics) otherwise, choose Unity.
This is my personal opinion.
One little thing not mentioned in the video is the fact that some of the mentioned games like Inside were made with access to unity engines source code, so they had total rewrites of parts of the graphics engine. Which means you are limited with the normal unity version (source code access costs a LOT of money with unity)
Unreal's compile times are usually long if you use the old methods of including engine.h. The newer coding paradigm is to include all needed headers on a per object / component basis, that speeds up the compile time with less overhead.
Unity now has a scriptable render pipeline so you could actually write your own renderer or modify the built in one I believe.
most of the time you don't need to rewrite source code but if you need to rewrite source code you can make your own system also rewriting unreal source code is almost impossible did you ever tried to rewrite unreal engine source code its so hard
I’ve just moved from Unity to Unreal 5 and MY GOD. Unreal is.... well, UNREAL the power behind the engine is breath taking. I’ve always found that you can have good post processing with unity but it takes so much hassle and time, Unreal is just beautiful to look at straight out of the box. I recommend unreal any day of the week
no, you are breath taking!
I just wish I could use c# out of the box
Me fearing of the simulation theory right and with an unplug will destroy us forever: Nah! I’m with unity.
After 5 years of dev of my project, I've decided to rewrite it in UE 5; Unity 2021 w DX 12, DXR, HDRP is abysmal in performance, Nanite and lumen gets me 12x fps in the same scenes (and look waaaay better).
@@LoudFiat I've just started with unity, idk why I'm watching this video, I was looking for "terrain ideas" because I'm getting fed up with it, every time I make a terrain it looks like a trash, nvm, how is UE after 6 days of your comment?
It is good for Unreal to compete with Unity
They will continue to improve and will not easily increase prices :)
I think this is something often overlooked. The competition between them has been absolutely amazing for developers and the community in general.
Wait.. Is unreal competing with unity? According to me unity has only got 2-3 world known famous games.. and unreal easy to mention 100+? guess I have to go do more research. Thanks for the heads up. I thought unreal was the leader in the industry.
I like Unity because it suits my specific project well and does what I need it to.
Unreal looks AMAZING but I am too lazy to learn C++ AND a new engine. Maybe one day.
@asiri maduranga I do some solo game development on the side as "Light Pyro Media"" but I haven't released anything yet.
I mainly do contract concept art for other groups.
A few things that were wrong. Most importantly, with Forest, you seem to have confused high-resolution textures from an asset pack with "good graphics." Forest is a go-to example of a default Unity project with no unique art direction or style.
The engines are not free in a similar way under a certain income. UE4 is completely free to the point of source access, profiling tools etc. whilst Unity even if you don't make x amount they've now paywalled a collection of useful features that most serious devs would need when working on a full game.
Unreal is NOT a good or even ok option for mobile dev just because you've seen Infinity running on mobile. A game created by a dedicated team from the engine creators. Unity is a much better option for mobile, not even close due to all the lacking features and difficulties with building a mobile game with unreal.
Hopefully, it's obvious that I'm not fanboying either side as the two main things that were wrong were pro the other engine. Just annoying to see another, "use whichever" VS video when there are some clear and easy selling points for both when you've actually had some experience using both for a long enough period of time rather than just doing a days research to release a video.
And more of a preference thing but you only looked at the coding languages based on what you like to use, which also makes it clear you've used Unity for a long time. But C++ is the better language, more flexible, full control over memory and it's more performant. If you're serious about developing, the learning curve is pretty irrelevant as after the tiniest percent of the overall time you'll be developing through your life, you'd have become proficient at either.
First off I want to say this is all great stuff, and I appreciate the comment. I have to be honest in that I don't know how the guys at Endnight decided to handle all the assets in The Forest, what I do know is that the team that built it has a background in film visual effects, having worked on films such as The Amazing Spider-Man 2 and Tron: Legacy. They were able to bring this knowledge to Unity to create a visually impressive game (and one that happens to be #7 on steams top sellers at the moment). It's probably an unpopular opinion but I don't personally believe anything is wrong with buying high-quality asset packs to use in your game, especially if that's a skill set that you're lacking.
I did mention that UE4 gives you source access which is very nice for experienced developers. Unity also gives you access to the entire feature set of the engine in the free version; there is nothing paywalled within the software, although this wasn't always the case. The only exception here is the customizable splash screen, online services like usage analytics (not the profiler, which is available for free) and cloud builds, which you can find replacements for.
I do agree that if someone wants to make a mobile game it's going to be easier to use Unity, I should have made this more explicit in my video.
As for the coding language, this really is a matter of opinion. I know a lot of people who prefer to work in C++ and I know people that refuse to use Unreal for the sheer fact there is no easy support for C#. Which language is technically better is irrelevant, and I think up for discussion, as they are both fine languages for making games through these engines. This is a big thing that drives people's decisions on which engine to use, and if you have knowledge of programming I'm sure you already lean one way or another. If you don't have experience programming, it is my opinion that you should start by learning something like C# or Java and therefore Unity is going to be a more natural fit, but it's just that, an opinion.
Also, I'm assuming most people who are searching and watching this video are people who are just starting out and want some guidance. Because of that learning curve is something that I have to cover. I've seen several beginners open up Unreal only to spend weeks banging their heads against a desk not able to get the results they wanted, and in turn, this caused them to drop it and move to Unity. I'm not trying to say that this will factor in later on, but it could help prepare people when they otherwise might not know what they are jumping into.
Again thank you for the comment, it made me really think about some of the points I made and why I discussed the things I did!
There is no better language. It's fair to say c++ is more powerful as it gives you more control over low-level stuff. But more power and control can be both a good and a bad thing depending on circumstances and needs - in many cases simplicity and fast iteration times are better. Also keep in mind this video is mostly for beginners. Custom memory management and data alignment is cool to have but i'm sure it's something most hobby or even indie game developers won't ever want to or need to worry about - also with DOTS/ECS you can have performance mostly comparable with c++ in c#. Sure it's only in preview at the moment but i'm more than sure it will be production ready long before any beginner will learn c++ to the point where he'll be able to implement anything more performant in c++.
TL;DR; if you're just starting to learn go with c#. You can always learn c++ later.
THIS^ There is such a cult-like following for unity this is constantly overlooked!
In the end C++ and C# are all compiled and it’s more about the coder’s abilities to optimize.
@@plunntic I learned Unity a little bit, made a jam game, lost my motivation and am now starting to learn unreal
Great video!
I am learnig Unity and making my first game, I thought about switching to Unreal, but it is very difficult.
Your video helped me a lot.
I will continue with Unity and improve my abilities there.
Thank you!
I still remember the very first moment I installed and touched these two game engines, with very little knowledge on C# and C++.
After a solid day on Unity: I know how to make a game from end to end.
After a solid day on Unreal: One single editor palette gone drove me crazy....
I know millions of ppl are better than me but hey that's me...
Agreed, both engines currently have HUGE gaps that make it nearly impossible for an entry level user to get what he wants using either of them.
Unity:
- Can build a whole game level, import a 3D character, code his entire movement and interaction system and build the UI system in one day. Can basically do anything using C#, incredible customization capability.
- Takes 3 weeks to figure out how to make the game look like it wasn't developed in 1995 using the MS-DOS version of the DOOM engine.
Unreal:
- Solid visuals out of the box, can import a level and make it look stunning and realistic in one day.
- Takes 2 weeks to figure out how to import a character and make him walk forward when you press 'w'.
- Takes another 2 months to 'compile shaders' if you accidentally change any default material in the scene.
Neither is usable to build a full fledged game out of the box. I have gone back and forth between the two and gotten frustrated each time. An ideal engine would be something that will provide the realism of Unreal while giving the coding simplicity of Unity. Unfortunately Unity has no intention of fixing their shitty graphics, in fact they keep cutting graphics features like lens flares in new releases, while Unreal only advertises graphics and not ease of use, so doesn't look like that option will be available anytime soon.
@@malliyana201 as a result, what is your choice?
@@malliyana201 There are tons of games with stunning graphics made in unity though
@@pollomagico271 True
Great video! Learned a lot about both Unity and Unreal. Since both engines have their own pros and cons, I like how you ended the video saying it’s pretty much up to the individual and what’s best for them. The fact that both Unreal and Unity can publish Nintendo games was surprising.
It's honestly a luxury problem as you have so many good options 😖
Then the problem is choice.
It is..... inevitable
“I’m going to enjoy watching you die Mr. Anderson”
Honestly a clear and logical summary, highlighting what is important and unique in both. Thanks man, you can really help a brother in need.
Great vid btw, I think the pros & cons of each you gave are quite accurate.
From what I know in a nutshell Unity's problem is *severe* lack of reliable features, direction & stability and Unreal's issue is a lack of freely available knowledge pool both in the context of anything beyond surface level complexity.
Also most ppl agree that working with C# is a much better experience.
I'm working on a AA 3D ARPG on Unity and quite frankly Unity feels like a mere 3D rendering engine with some bare minimum game dev tools hacked onto it. I had to write up pretty much everything by myself and fill in several blanks with 3rd party systems.
It's sad that when you get so far you realize late that you kinda have been lured by appetizing tutorials with deceiving simplicity.
I've been wanting to transition to UE for quite some time cuz Unity nowadays doesn't seem interested in saving what looks like a sinking ship despite the myriad complaints they get on a daily basis on their forums though porting entire big projects is just too painful an experience to repeat and there's no denying the overwhelming popularity of Unity being a significant advantage that can to some degree offset the many, *many* cons through the sheer amount & quality of external resources if you're a solo dev or small team with limited budget/resources.
For every good thing in Unity I can name 3 more bad ones and I've noticed that despite when even actively looking for what possible cons UE has cuz it looks too good to be true and you'd generally hear ppl having a good experience with it while on the Unity camp you'll read hundreds of walls of texts of complaints & rants.
So basically the main reasons I'm still using it are: C#, community resources & docs and the fact I went too deep into development to consider porting now unless maybe the process isn't too painful and if Epic find interest in my project someday to consider helping for the port. Then again the knowledge & skills I learned and resources I acquired are too valuable to throw away now.. An engine + a language's frameworks are quite big and require a lot of time and patience.
That or hopefully Unity comes to its senses and start making the engine more stable, with faster iteration times (read assembly reload..) with reliable *native* features instead of dumping all the responsibility on 3rd party to make a quick buck.
I don't think UE is perfect either tho cuz the main complaint I hear from ppl using it is a very significant lack of information so what good is having a huge box of tools if you can't have an extensive enough manual to use them to make something complex so the main worry in using it is getting stuck in some obscure parts of the engine and not finding answers or workarounds cuz you have to realize that the majority of online users are just hobbyists in the end.
I'm open for feedback on this though cuz my knowledge of UE is limited since I haven't used it.
I am doing a lot of procedural world generation. I did it with Unity and Unreal and atm I honestly think, if you want to implement a lot of procedural content, Unity will work better. There are already very good third-party plug-ins and way more documentation/tutorials.
Using Unreal. Day 4. 2D pixel game. Making a platformer, demo. Not sure what to do but taking notes as I go. Reason for unreal engine for me is that I will help my friend with the game music and graphics. Since he is using Unreal, I thought, "why not learn a little", just to understand what it can and cannot do. Then I can recommend and help better. So if I do this a little every day, whole year. I bet I can make my own game 2022. Since I work, I only have a few hours each week to actually invest in this. But its fine, because Cyberpunk 2077 doesnt work on my old PC I am using, lol. I have no clue why I am still typing.. Have a better year 2021 guys! Thanks.
Don't do 2D with unreal... 3D unreal 2D unity
@@youtubedeletedmyaccountlma2263 true. Too much clutter for a 2d game
He: Graphic is the main part of any game
Google Play trends: Ohh , really . O didnt know
I personally just started to use unreal engine, and I'm using blueprints but plan to switch to C++ soon since I spend a whole week learning the language. tbh, i don't think the unreal engine interface is that complicated. it took me 20 mins of tutorials and after that it was all really easy. But I have to admit, trying to fix bugs is pretty hard and there aren't many results when you try to search up how to fix a bug. But I'm planning to stick with unreal because of all its tools and also all the amazing assets in the marketplace.
when you create your game with your own codebase is a lot easier to debug thats why i don't like blueprints if you know what your doing while code c++ you will be fine
In my opinion to find what's best for you is test drive them create a smallish prototype keep it the same in both engines and then you will be able to sum up what works for you don't listen to others it has to be you who make the decision but i do agree with the face C# is defiantly easier to get your head around .
I do have to say there a few points that has been missed here on the unreal front such as the learning tools that unreal offers developers with some very interesting and informative content, i always find it very strange that a lot of guys that don't work with unreal make the point that to them the ui is hard to understand at the start but when you break them both down they are very similar.
Remember guys and girls whoever you listen to on this topic there is always a bias opinion on engines not that they mean to it's just how it is, your the only one that can decide what's right for you.
Good job on the breakdown Brendan
It feels like Brendan scaled me down 100x and won't let me leave until I hear what he has to say about game engines 3:29
This is probably the best Unity vs Unreal video I have seen!
One my biggest gripe massive amount of preview packages (and they sit in preview for years, although it is kind of changing now) and with Unity is having to rely on 3rd party plugins or you have to create things on your own. Just to be clear I am not talking about things you can/should make yourself. I am talking about things that engine should natively provide.
What does the engine not natively provide?
From what I've seen trying both engines, Unreal is by far the best. Not just because of graphics but primary the workflow. With unreal it just feels like a game.
Excellent and concise comparison of these two engines. Your content is great. Thank you for your hard work.
Very nice explanation thankyou so much 🙏🏼🙏🏼🙏🏼
شكرا لك شرح ممتاز ومباشر و الاهم المقارنة صادقة دون تحيز Thank you for an excellent and direct explanation, and most importantly, the comparison is honest without bias
well organized video it was easy to grasp all the information
I appreciate it!
Basically for hardcore graphics stuff - Unreal, for everything else - Unity.
It mostly comes down to the difference between c++ and c#.
Developing a game in c# is many times faster and easier than c++ and c++ is only worth it if you need really top of the edge performance.
I began in unity but ditched it and moved to unreal. For me at least unreals interface isn’t as intimidating ad unitys
There is shortage of UA-camrs who discuss a topic as effective and logically as you did with this video.
He started it with humour - pretty good! I like his style.
"Unity's interface is much more scaled back, simple, & not very intimidating"? At the beginning perhaps, but once you've actually created something and you have many assets and prefabs with a dozen components in an object with unity events everywhere, it becomes not so user friendly. Then open animation and animation controller windows, maybe a shader graph material or two and things start to become a real mess. Unity just dumps all this crap into one window and it's kind of nuts. Unreal does a much better job of keeping these things separated so you don't have a massive wall of information in your face, allowing whole screen to be used for the relevant info. I find this makes large Unity projects incredibly hard to traverse if you don't already know where something is. Hardly anything in unity is color coded, and most fonts are small too, making an already painful experience even worse. In unreal, literally every variable type has a unique color, you can know exactly what type of data you are working with just by glancing at it. If you ever have to work in a Unity project that you aren't familiar with, it's a nightmare to figure everything out because everything looks the same. This also doesn't include the confusing switching between scene view, game view, and prefab view. Tiny small buttons that tell you what you are viewing and one small button to switch back to the scene view that hardly looks like a button at all. In unreal, these things are all neatly separated between the main viewer and the blueprint editor. Where as unity shoves all this functionality in one universal window. I also really have an issue with the animator windows and assets, not being able to edit or create an animation without having a specific GameObject selected is not user friendly at all. Comparing Unreal C++ to Unity C# directly when talking about learning curve is kind of misleading. You can essentially build an entire game, or at least most functionality in blueprints, even if "it's not recommended". Having this pre built into the engine by Epic themselves is far more intuitive than any unity plugin will ever be. It's an effective way for someone getting into coding, or someone who doesn't have much coding experience to learn without having to go through the setup of an IDE or plugin. Although I will admit that having prior coding knowledge is very helpful in knowing what nodes to use in blueprint. More advanced users who know Unreal C++ can create custom C++ blueprint nodes though and expand that simple but powerful system even more for anyone working on a project.
In general, unreal is far more scalable and doesn't try to shove everything into one editor window which becomes nuts once your project gets larger. Having separate windows/tabs for animations, materials, blueprints, structs, tables, textures, meshes, state trees, and far more, is much better for organization and keeping you focused on the task at hand.
It is a pitfall of super-edgy feature die-hard user. They always say 'this feature is crucial. Must be displayed in main view.' or 'This thorough shortcut call system is perfect. Only needs constant update.' They are product's most professionals and company believe their words. Someone say 'Hey, why all this this things here? Do I should know all of this to start from default screen?' and be ignored.
Surely Unreal is not that level, but 'Hey mom don't clean my room!! I need all of this!' approach is not sound both company and newbs.
I wish all indie game developers felt this way, then maybe unity might change it's software fopr the better, but there's too much push-back for any critisism with unity as a whole as it's still seen as an underdog...
Wow. That was impressively put together. Well done man
The difference in graphics between the two is important, and yes they do differ greatly BUT those differences only matter IF your "style" calls for it. When people talk about graphics, the biggest mistake they make is avoiding style as the primary driver, because the style defines what the graphical needs are. Some games only look "good" because they picked a style that matches the engine's capabilities and have good art direction.
I went with Unreal not becaue of style but because I am limited with Unity though
'ey man, I just found this video randomly while looking up differences between the engines. I don't even know what your channel is about but that intro had me subbing so fast! haha, right on!
Many people advocate certain engines because of the Diff(A, B). But
1. Most people are not affected much from that difference.
2. 'Noobs' never feel comportable with geeks' "Hey, Try this! This is especially good for beginners like you guys!" things. They just need straight, uncluttered, unambiguous informations without 'new-new way to utilize new Y replaced Z for A'.
3. When devs get accustomed enough/experienced enough to feel the pros/cons of engines, They can make decisions without 'Senior's nags.
Oh, c'mon. Quixel's MegaScan library alone is worth getting on Unreal. And then you add MetaHumans, Nanite, Lumen, and MetaSound, all of which are something that Unity doesn't even have and they all save you tons of time when you are creating your game, even if you are a solo dev like myself. And you can actually achieve unbelievable results with Nanite (especially if combined with MegaScans assets or photogrammetry models) and Lumen.
I never used Unity but the learning curve for UE5 was extremely smooth. Blueprints are incredibly intuitive and so it's the overall UX.
Also, the Unreal Marketplace has tons of assets, plugins, and template that make your life easier.
Again, I never used Unity, but those things I listed at the beginning are enough to make you choose UE5 over it. Even just one of those.
Best Video of the year
What Brendan says for programming is completely true because at first, I remember stressing over my programming skills when suddenly, I do a leap by making Java applications.
You can do it, it's not magic computer jargon, and also you should have at least two monitors for efficient cheating!
Both tactile to copy paste faster
dude I just went through all of UEs free resources and added them to my vault... these assets are fucking amazing
I tinkered alot with Rust lang, GO, and even C++ SFML. And eventually settled down with Unity C#. C sharp is a great language.
My biggest problem in learning Unity the past 3 years is how much has changed, maybe for the better in some cases, but nonetheless rendering all my past experience with a depreciated skill useless. Whenever I peak into Unreal, it seems like they have the solution to my problem already built in, and seem much more about adding free assets and tools for the community, as opposed to Unity constantly ripping things out, changing direction, and not adding in basic features for things like their shader graph and rendering pipelines. I am grateful, however, for having learned C# because of Unity. It's a great language and really easy to quickly iterate with.
Knowing what I know now, I would probably tell my past self to start with Unreal (though the grass always looks greener on the other side).
Awesome comparison! Thank you! Subscribed! 🙌
GDC State of Game Development 2020 show market share: Unreal 45% unity 33%. Search game programmers jobs and C/C++ pops out more. Just because it is harder doesn't mean you won't profit more, it often mean the contrary.
There was a say that English brain was sold at 500$ per pound while French brain was sold at 1$ per pound. To an offended French guy, they replied: rarity makes the price.
Lol one thing I am definitely getting from this video is you love C#
You’re not wrong lol
I have been using both and totally agree with you!
Awesome explanations ! Thank you so much !
From what I see in this video, I think Unity would be the best choice for me, I don’t wanna make a game with realistic graphics and stuff, I am more on the poly modernistic type of games.
Some chill, maybe lo-fi music would really fit this video
Thank you very much for this informative video. We are currently planning a game project for university and we have do decide for an engine. Your video helped me to create a complete comparison sheet which I can discuss with the team.
Thanks Brendan that was really good. I use Unreal but hear a lot about Unity so watched this to help compare the two. It has given me a lot of insight into Unity which I know next to nothing about. It has also helped me appreciate how much I have already learnt about Unreal and visual scripting. It was the Kite demo stuff I saw for Unreal that got me into it, the open world stuff I find fascinating.
I came across your video because I'm thinking about dumping Unreal for Unity. I'm tired of fighting with the engine. The last project I worked on was a puzzle game with rotating pieces. All was well until you try to rotate a puzzle piece around the Y-axis. You can ONLY rotate +/- 95 degrees on the Y-axis in Unreal. That's the "pitch"/"looking up and down" in an FPS. You can tell that the engine was built for FPS games. The work around for that was such a headache (destroy the actor, recreate the actor with the in the proper place and with the proper orientation, but with it's Y-rotation set back to 0) that I started looking into Unity. That was too much of a headache ... and it turns out that this is a known bug that's been a known bug for years.
Great video! Good mix of visuals and opinions / talking.
I have moved to Unity now for my VR game. Just so many issues with the current builds that I might as well use Unity (after a 3 year break) instead if wasting my time waiting and hoping they will fix them. I have no problem creating my own assets. For a FPS shooter or RPG I would probably still use UE just to use all the free assets and textures available.
So as for VR, mobile and Oculus, would you choose unreal or unity? Sorry for
My poor English.
@@sercanyildirimtugcannUnity until epic get nanites to work in VR
I decided to stick to Unreal instead of Unity back when it became free not just because of the graphics but because as an artist I thought the Blueprints system of coding would be far less intimidating than typing out code manually. Yet I'm hearing more and more, this video included, that Unity's C# is actually way easier. Guess I should give Unity another chance... after all, it has come a long way from when I last touched it in the early 2010's when everyone and their dog were making "Slender" clones. XD
Very informative video with lots of easy-to-digest information, cheers for this. I've always been fascinated by game development but only dipped my toes into some RPG Maker things in the late 2000s/early 2010s, and more recently Frictional Games' in-house HPL engine. I just downloaded Unreal yesterday and have been tinkering around for a few hours. I think I'll try Unity at some point too as it may be more accessible for someone of my entry level. Both seem phenomenally powerful and capable. Thank you for going into as much detail as you did here, hope you're doing well.
This is a very helpful, and one of the few videos that doesn't spew silly things at you, just the facts, thank you.
The dog did the marketing part well :)
Thanks, this was very helpful!
I love unreal engine's graphic but as a Programmer for nearly a decade I can't deal with blueprints. C++ in Unreal is not standard C++ and you also need to use blueprints with them, There's basically no escape from blueprints. So I stick with C# and Unity unfortunately
Good video. If you're going to make shooters Unreal will definitely give you wind in your sails. I started with Unity about 3 years ago but I mostly make FPS games in Unreal these days and it's just brilliant.
Thank you, great video. I been with Unity3D for, hmmmm 8 years I think, a long time. I going to learn UE for 2022 and build a game with it. The move from C# to C++ I hope is not a long path. As you said, give it 30 days. I will and see if I make the switch. The only sad part was the drop of support on 2D for UE. Maybe UE see Unity is wha ahead of the game and they only want to focus on 3D only. The 2.5D in UE may work just as well. The test will be on a phone.
Hi Brendan and thank you for this great insightful video on which engine is better, even though in the end it seems to come down to personal preference. Anyway hopefully you can take the time to answer my question as this is already a year old video. I'm completely new to game design, and just want to give it a go and see where this adventure ends.
Now for coding, I've seen that C++, even though it's more difficult than C#, the following description can be found on it:
"Developers tend to choose C++ when it comes to the speed of applications. It's a more powerful language to run video games and operating systems, while C# is a beginner-friendly language and it's better for creating Windows software and web development, usually backend."
Wouldn't that make C++ the better choice despite that it's more difficult to learn? Probably also depends on the type of game I'd like to build. I'm thinking along the lines of Dragon Age, with the realtime-with-pause mechanic, where I can opt to command characters to perform multiple tasks, before unpausing the game and seeing the characters do exactly that.
Graphics at first, when learning aren't a big deal, but I'm under the impression that, when Unreal Engine 5 is released in full effect, it's probably the best there is on the market and with regards to delivering an as polished as possible game, it's probably wiser to go for learning Unreal Engine 4, which will make for an easier switch to UE5, than Unity, unless Unity will drop an engine update soon which rivals the photorealistic options of UE5.
I'm tempted to consider Unreal Engine over Unity, but perhaps my arguments make no sense.
No problem Omkara, I think you're honestly worrying too much about the capabilities of the engine and the type of coding language you'll be using. For your purposes I would say that neither of these matter in any way except if there's something you can't do in one engine that you need. I would say given your description of the type of game you're trying to make, you could do that with either engine. You aren't going to be held back by anything other than your preferences and learning speed. So what I would recommend is the same as in the video, give each engine a try since they are both free and give them a couple weeks each, maybe a month. Then you should know which one you're more comfortable with, and I would move forward with that.
On the topic of graphics, are you doing a hyper-realistic game? There aren't many games that are at that level of fidelity and the ones that are, are more showcases or experiences than a game, or made by large studios with dozens if not hundreds of people working on the same game and millions in the budget. There are very few solo developers that end up going that route, also many of the best games out there are not hyperrealistic, dragon age graphics are very possible in either of these engines.
As for coding, this is really preference unless you are pushing the limits of a pc. C++ is more powerful and can be faster since it's a lower level language than C#, however nowadays most optimization doesn't actually come from that kind of coding, you can still manage memory and most other things using C#, and the things that actually need to be optimized are models and textures, especially when running high end graphics, not code. Of course there will be people on both sides that say one language is better than the other for this or that, but if you actually learn how to code, it's not that difficult to switch over to other languages. For example I know C#, C++, Python, Java, and JavaScript to name a few. The hardest thing to learn is how to code in the first place, all the foundational stuff stays the same and can be applied to each language. Another thing to keep in mind is that you'll need to learn the API's for each engine, which means not only learning C# or C++, but how they work within Unity or Unreal, this is where I think you should focus while beginning.
Hopefully that helps you with some of your questions. Personally I would try to create one mechanic or interaction that you would like in your game, in each engine. By that point you'll probably understand which one you want to go with, really there is no wrong answer for your particular case.
The issue for Unreal in the future is the same issue other languages had when microsoft declared C# and .netcore was going to be open source and free, this draws in a tonne more people to collaborate as a community and make the language / feature set better. I can't imagine having to code in the earlier versions of C# and .netcore having stuck with it and stayed with it as the newer versions of the language emerged with various performance increases across a variety of libraries and the advent of newer community driven libraries focusing on performance replacing old ones. C# just has a very strong community and array of applicable application types that it brings to market quickly because of the language learning curve. That's not to say I 'hate' C++ it's actually my 'side piece' when it comes to writting embedded software I 'love' C++ but.........when your game engine hits the required FPS and it can multi-thread like the best of them having to write 2/3 times the code in C++ to get a top end 5% increase in performance is a HARD choice to see your vision realised and not hanging in the shelf for another 1-2 years......it depends on your budget, deadline and preference. There will always be the die-hard tribes who stick to their languages, personally I think everyone should dip their toes on eather side of the fence and just go with what you feel happy with, I personally will continue to code in C# and C++ and it's up to me if I want 90fps or 110fps....will the user see a difference? probably not, will I burn out less building my game in unity? probably not...
One small caveat with pricing. Yes epic store does charge only 12%, but you don't just get to up and release your game on epic. They have to think your game is worthy enough to be in the epic store.
Also you would have to decide if you are developing a game to make money or to tell your story. Because currently if you go with epic it is usually under an exclusivity period. (unless you are a large publisher and can decide to not such as techland with dying light 2). If you want to tell your story then you are more likely going to want as many people as possible to be able to play your game asap, which you would want it to be released in as many storefronts as you can ( gog, steam, itch, Windows store, and even ea is hosting 3rd party titles now) sure that may not make you as much money per copy sold but it does greatly open up your customer base.
Most Excellent review! thanks
As much people likes recommending Unity, I don't like the fact I have to split my art process with a pile of code. The visual scripting is the only thing that keeps me going while making games. So I'll stick with Unreal.
unity has visual scripting either but if you wanna build big games with blueprints it can be little bit hard to work on and they can be slower than code, i dont think you can build solid foundation with blueprints (maybe im wrong but i tried) if you know how to code writing scripts in c# is a lot faster to code and more stable foundation for your game than blueprints
Iv been really caught on this topic. Ive been drawn towards the Unreal world for creating a game becuase part of my job is also creating Architectural Visuals and walk throughs.
unreal really looks like it can deliver on this hyperrealistic output but my only real programming option is blueprints where as in UNITY I will be able to avail of C# a programming langued I am quite proficient in. Im starting to think i should just move forward with unreal use Blueprints and slowly learn c++ over the next few years.
Unreal is going to be adding a new scripting language called Unreal Verse in Unreal Engine 5 (confirmed by Sweeney himself in the last livestream of 2020). I'm not sure what it's going to offer that Blueprints and C++ don't, as there isn't much info on it other than what they showed in the livestream, but Epic has been talking for a few years now about an intermediary language to address the complaints about Blueprints and C++.
@@sigrid714 thanks for that i will focus on unreal and hopefully this new feature comes in soon
I think it comes down to who is working on what engine. I personally like Unreal but it's really up to how talented the development team is.
Seems to me that Unity is more versatile and used more creatively. Unreal appears to be mostly for shooters and walking simulators.
The Unreal Engine being publicly available is something that also still amazes me. It wasn't _that_ long ago when it was only available to established AAA studios with gazillions of dollars, now anyone can use it.
Perhaps one day RAGE will be made freely available, but I doubt it. Would be cool to see though.
Thanks. Very informative. Never thought I would see a day Unreal is cheaper for most than Unity. Also I was reading about Unreal 5's Nanite engine. As a former architect visualizer I used to produce just high poly for still and animated scenes. I just don't want to spend time, and that feature can be a game changer for that. I just want to get back to this sector as a hobby.
Great video and engine comparison!
*Great intro lol.* Love it! Keep at it.
If you just care about insane grafics use ue5. But think you should learn cry engine and unreal engine. Because cryengie got a better grafics than unity and it is more similar to game engines they use in studios. If you look at multiple game engines they have all a very simmur overlay. I think that ue is the only game engine that somehow looks different from the other ones. Many big studios still use in house engines. Like rage and anvil ect. But with the release of ue5 I think many studios will slowly transition to using unreal. There are already some studios who started using ue5 for their new games. Also I believe nowadays if you go for Grafik go with cry or Unreal.
I personally love unreal engine because of the market place and the quixel bridge. This is just very helpful because of game engines. Also I think that it also depends on what ever game you want to make.
Here a summarisation of different engines:
- Unigene->for simulations
- unreal-> first person third person shooting or story game
- cry engine-> for everything
-unity ->also for everything
The question is why invest so much time in learning C# just for Unity ... 😿 ...
Especially if someone is already working with C++ Java and Python in their respective Field..
Lol C# is not a Unity internal language, it's made by Microsoft, Windows, half the web and most windows apps are made with it. If you know well C#, you can work anywhere.
People refer to unreal scripting being faster but if you are gonna use blueprints then scripting speed favours csharp
Been looking at Unreal for real time rendering for short movies - it saves going to the render farm.
I feel like UE4 is much faster for prototyping games as a novice/beginner. All I know is that I tried watching a tutorial for setting up a customizable character with morph targets in Unity and it was like an hour or more long, with a ton of steps. In UE4 I can literally do that in 15-20 minutes including having the character changes be saved across levels.
As a first time game dev with no experience in coding, 3d modeling, etc -- I chose Unreal. 5 months in and love it. Unity was a close second though, but I dont like that Bolt is basically third party, doesn't have as big of community, and isnt as battle tested as blueprints. Pixel 2d for Unreal I heard helps a good bit with the 2d issues, but its $99, so if my game was 2d id of hesitated. Absolutely crazy we have these two engines available for free. Id of never thought of making a game 5 years ago.
Thanks, well explained, and solved many questions I had about starting up in this spectacular and difficult world. Cheers man
it depends on what you want from a game at the moment. Now I want to just get used to making basic games since I am new then start getting into crazy ridiculous games once I can do the basics without any errors.
Great tutorial, so when you've created your game and compiled it, Is it instantly available on the game store for others to play?
I'm gonna save u 30 min of ur life
Unity: if u are beginner great choice
Unreal: If u have some game development experience and want good graphics and bigger games use unreal
Great video. Great information. Thank you.
Thanks for this, helped me alot!
A great craftsman can make amazing things with cheep tools. But it's still pretty hard to make a table using a salmon.
Fantastic video, Brendan. I nearly agreed with you on every single point. I've been using Unity for several years, but I think I'll be making the switch to Unreal for a smaller project, but with a focus on graphical fidelity.
As much as I love Unity, the lighting system just isn't cutting it.
Both engines have their pros and cons and I can't say it's a wise decision to be 100% loyal to either one of them 100% of the time. Different use cases for different engines. Thanks for taking the time to make this, it's well thought out and you have some great insight.
For me personally I tried both engine Unreal was far more understanding for me yes C# is a easy language to understand, and use but their are plug-ins that you can use for unreal for c# if you wish to use it. It's called C# for Unreal I do see how people understand Unity, and can use it but it way to stressful for me and my team to use unity
You should have actually ended the video at the 30 seconds and then just made a follow up video for the legitimate one.
You can't argue with the trading card statement, even though I'm currently trying to learn Unreal.
I think that as a result of Unity's purchase of WETA, and the tools that comes with WETA, you will see Unity will leave Unreal pretty much eating Unity's dust.
The Matrix demo on UE5 looks incredible and photo realistic
I have a Mac and it took a day to install Unreal; there were so many challenges. Unreal for Mac needs also Xcode, that take all GPU and that is a big problem. Besides Epic Games 31,15 GB + Xcode 29,54 GB takes 60,69 GB hard drive. 1 TB is not enough, needed 2 TB. Unity basic takes only 584,1 MB.