Why do you hate it so much?

Why do you hate it so much?

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I don't the engine.
I hate the asset store.

It's slow, broken, missing basic features that every other engine has, relies too heavily on third party addons to make up for their own developers incompetence and recently doubled the price of the engine for no reason while their competition is free and open source.

What's so bad about it? I'm using for a 2D game I'm making. Nothing really bad about it I find so far

>Better free and open source game engines than unity
Lol name one faggot

Unity and Cryengine are factually superior to Unity. Even Godot outclasses it.

Unity doesn't even allow you to rebind your controls at runtime without completely reprogramming the input manager from scratch or buying an alternative from the asset store.

UE4
godot is making some nice progress too but the documentation is shit

>Unity is superior to Unity
Objection, this is a clear contradiction.

Tried some card game made in it and it didn't respect my speed limits and insisted on running the game at 1000fps.

I'd argue that Unity 4 is better than Unity 5 since it's not as fucking broken.

You don't know what open source means.

You can always tell if a game is made in unity. It's a hate magnet.

The only thing I don't like about it is how easily recognizable it is. Really breaks immersion.

It still can't fucking compile a Mac executable that actually runs. Fucking Ren'Py figured this out a decade ago.

it all feels the same

It's only recognizable when people use the standard lighting model and character controller that goes out-of-the-box, i.e. when developers are lazy.
In reality Unity 5 actually CAN look and feel almost as good as UE4 and it's subjectively easier to script for.
Although I hate that it lacks a shader editor like the one UE4 has.
But you can still do everything if you know a bit of CG

>In reality Unity 5 actually CAN look and feel almost as good as UE4
Then why has no one actually done it?

What the fuck are you talking about? Unity is not open source, UE4 and Godot are.

I don't know anything about the developer side of it, but Unity has always worked fine for me. It's not a high end engine like UE4 or Cryengine, but it's "good enough" and runs on a wide variety of hardware.

laziness

>It's not a high end engine like UE4 or Cryengine

I would assume because it's mostly used by indies who don't have the time/budget/skill to make high quality assets, and need to market to the toaster audience.

That's because it's a mobile engine with an artificially enforced limit on what it can do through shader keyword limits that no other engine has.

Nothing people meme on how all the games look the same but it's always depends on the developers.

Bethesda has been criticized on using Gamebryo and their games looking the same but Catherine runs on the same fucking engine and looks completely different.

UE4 is open source

>watching the adam film
>see two robots phase through each other with no collision
Great work, Unity.

>Unity doesn't even allow you to rebind your controls at runtime without completely reprogramming the input manager from scratch or buying an alternative from the asset store.

Why the fuck wouldn't you program your own input manager? Are you really that lazy?

Don't tell me you're an ideas guy who expects a prepackaged engine to have every feature you want

I expect a prepackaged engine to have the basic features that its competition offers for free.

>Unity doesn't even allow you to rebind your controls at runtime without completely reprogramming the input manager from scratch or buying an alternative from the asset store.

>you can try their new input system already, here:
forum.unity3d.com/forums/new-input-system.103/

But UE4 is open source and Unity isn't you fucking moron

Their new input system still doesn't give you rebind functionality. It does hotplugging for devices but you can't change your button mapping without quitting back to its shitty launcher first. The only way you can rebind your keys in Unity is to rewrite the whole input system or pay $50 for Rewired.

Smarter developers just moved to Unreal instead.

>slow

Fucking hilarious considering the only indie games this board likes are GM:S games, the literal worst and most unoptimized engine ever made.

Are you kidding?

>gif related i.ledd.it/gf6lodpt4fex.gif (too large to post & literally can't even link to it or it flags the post as spam, so change the url to reddit)
>Endless Legend
>Endless Space
>Cities: Skylines
>Custom Maid 3D

I guarantee a lot of you harping on about "all Unity games look the same!" are really only saying that about the lazy, shitty ones that use the default UI and you've played a number of good Unity games without even realizing it.

Fuck are you talking about, autist? I've never had a problem porting shaders to Unity

Now you're falling into retard fanboy territory, Unity's default input management is indeed garbage and you generally need something like InControl to fix it (or else cross platform input handling just goes nuts)

>Unity's default input management is indeed garbage
I never said it wasn't

> and you generally need something like InControl to fix it (or else cross platform input handling just goes nuts)
Or you do it fucking yourself like a real programmer

>Or you do it fucking yourself like a real programmer
This. Just go into Unity's source code and...

oh wait

>unity

>source code
Not him, but what are you on about? Can you really not conceive how you would go about programming this with what Unity provides?

I can but all you're doing is putting a hackjob bandaid on top of a hackjob engine to fix a problem that other engines were smart enough to avoid. All it does is bloat out the engine and slow it down even more.

I see what you're saying, but the amount of processing it takes to do the small workaround is nothing to a modern computer.

But I know you're probably going to say that it's all of these small things that add up or something.

>the developer fucked up, so it's the engine's fault
Great work, retard.

>Unity is a company
>Unity makes products
>Unity produces a film with their engine
>Unity fucks up
You am big smart.

It can be decent when a competent developer users it.
Unfortunately very few competent developers use it.

All these infantile opinions from nodevs, holy shit lol

It's a magnet for unskilled script kiddies who don't understand how to optimize code, refuse to create their own assets and spam both Steam Greenlight and Google Play with cookie-cutter dogshit that runs like dogshit and has bad graphics.

As someone who's written a 3D engine from scratch, I can also offer some technical insight - Unity tries to please everyone by cramming in every feature, which is great for /the userbase/ (unskilled developers) but terrible for the player because the only way to get good performance on a game is to optimize for /that game/ not /all possible games that *could* be made/

tl;dr - If you don't write your own engine, you are trash and should end yourself.

Unity was used to create:
Pillars of Eternity
Cities Skylines
Firewatch
The long dark
The Forest
Ori and the blind forest
Subnautica
Besiege
Satellite Reign
Hand of Fate

But for some reason people only know Unity for cheap horror games made with free assets from the asset store.

hello nodev piss of shit.

you have never been close to completing your engine, let alone a game.

>As someone who's written a 3D engine from scratch
Your engine is shit and you have never made a single game

Actually the engine is complete (took about 18 months) and I've completed several games, one was on shop shelves before the internet existed, kiddo.

Is HoF still a slog to play if you don't find new weapon on first card?

Unity is a resource hog for games that don't even look all that good to begin with. Things improve with Unity 5 but it could still be better at handling performance.

I bet people here will hate on GameMaker too.

Gamemaker is a toy you little fag. Go and play with your toy while the grownups develop real games.

i use Unity for work, so i use it for fun as well
its a good engine
all these memes are coming from people that don't even step into it.
It's almost as cancerous as console wars.

I overall like Unity but I had a bad time with the UI elements and the layers. I followed the tutorials so it seems they were being buggy for really basic stuff.
>try to make a health bar (i.e. basic UI element)
>health bar doesn't appear in editor mode so I can't edit it with any hands-on precision
>try to put health bar on top left corner via the panel because the on-screen handles don't appear either
>health bar stuck right in the middle of the screen in game mode
>yet exported Unity game has the health bar in the correct position

It has to be a bug. There's no other way of explaining it.

>Toy
Undertale
Hyper Light Drifter
Fran Bow
Hotline Miami
Deadbolt
Risk of Rain
Gunpoint
Gods Will be Watching

>Actually the engine is complete (took about 18 months)

And here's a pic of how it looked like

Like 70% of the Greenlight garbage is made in GMS.

While the canvas and UI in general is a tough hurdle. That problem sounds like you don't know how to use it.

Just because it looks right in the scene view or in-editor, doesn't mean you did it correctly.

Okay, then how come I can't even grab it in the editor? I saw videos on how it's supposed to work.

>I don't understand the difference between world and screen coordinates
>I don't know how to use canvases or screen space overlays
>must be a bug in Unity

this

>Cryengine
Cry dev here.
Stop talking out of your ass the engine itself went over 3 major overhauls each bringing more problems than solutions

Easy mode the engine for lazy people. It's an overall decent engine but you hardly get good things out of those except diamonds in the rough, like Besiege or some shit. But you wouldn't judge those anyway because 99% of them were passion projects and the Devs would've used something else if they could have. Hotline Miami does not make Game maker fantastic.

I don't. As long as you know how to properly optimize your shit, all's fine.

IIRC you can't properly manipulate rect transforms with the "normal" transform gizmos, you have to set the anchors, scales and whatnot in the inspector

>back in my day the post
im not that guy you responded to, but hating unity because it makes life easier is just plain retarded.

This is PRECISELY the problem with Unity developers. They want Unity to do all the work for them, and if it doesn't work, they blame Unity. If you understood how a GPU worked, and learned some matrix math, you could make it work any way you wanted - but Unity wants to hold your hand and you don't want to let go.

youtu.be/6Z7_ZbNUNw8?t=4m21s

around 4 min 21 sec

found an explanation I think.

all me

>one was on shop shelves before the internet existed
which one

Ghost of a Tale
Layers of Fear
That plok fangame someone on /agdg/ is making

Hotline Miami was ported by a third-party to another engine before the console releases and it was so much of an improvement that Dennaton worked closely with them on Wrong Number.
The final GM build of HM2 was completely unplayable and they had to port it to a custom SDL-based engine.

>putting a hackjob bandaid on top of a hackjob engine
Dude calm down and before you keep going on any further I would like to tell you that unreal engine is pretty much on the same level as unity only the different is that unreal engine has better promotion and can handle "graphic on the high end"(which you won't be touching or hire any artist for this unless are you some really big company).
And unity has much larger community which is what you should be really looking at it. Say you want to make some indie game or start small business getting into unity is much better option, e.x. you won't be having much trouble finding unity expert or solve problem in unity.

And that thing you keep saying about working around problem, unreal have the same problem too.

unity!

>literally ALL of those except Fran Bow are ultra-pixelated "retro" indie GARBAGE

HAHAHAHAHA

>tfw Pathologic remake is on Unity
I just hope they don't fuck up the feel of the game

Unity mobile game:
youtube.com/watch?v=pEw77VbFbH0&feature=youtu.be

THIS is what every Unity game looks like.

All of those developers are more successful than you will ever be.

Unreal has source access you big dildo.

Having a game that looks like that with the town sandbox of something like Postal 2 would be pretty comfy desu

If you aren't well verse in coding please please don't touch it.

...

But what about ren'py

You're just mad because you lack knowledge and experience to realize the idea trapped inside your head. Which is fine with me, not everyone can make a game. Guess you'll have to settle for buying mine instead