Why don't ya'll ever talk about Unity?You talk about Unreal and Blender. Losers.
Last time I included Unity in UE4 general, but those threads die quickly now. They were great the first few times I opened them. And almost nobody talked about Unity.I've been using Unity a lot for the past 15 months or so and even though it got a bunch of new tools and visual improvements, I'm sick of stuff constantly breaking and having to waste time to figure out why (they usually change something without telling you and docs for new stuff are shit, e.g. shader graph).UI / UX is still garbage compared to UE4, at least IMO, and I just confirmed it when I started using UE4 again this month. It's really so much better.Programming-wise, pretty comfy though. When they stabilize I might make a switch again, but I can't stand it anymore atm.
>>697003Show us your work in Unity
Unity's HDRP looks so amazing. I was getting sick of Unreal's playdough oily graphics.However, it's such a pain in the ass to use when it comes to art. In Unreal, you just drag a post process volume in the scene and that's it. In unity, you have to create a post process layer on the camera, a post process stack on an empty game object, set up the tags, and most of the time it doesn't work properly.Unity just needs a more unified interface that makes sense, instead of a bunch of components you have to glue together.
>>697016Really?That's cute anon.Slime character reminds me a ton of the slimes from Dragon Quest though. Be careful if it actually is your game.
>>697016Cool>>697039Loads of games use slimes. It's not even a dragonquest thing. Wizardry used it first.
>>697016I smell a lawsuit brewing
>>697030Wtf are you talking about? Everything is already set up now. But many tools are still shitty compared to UE4's.I'd say a starting scene has the same level of quality as UE4 now, if not better, but the problem is that there are not nearly as many things to tweak, I don't have the amount of control UE4 provides me.
>>697056Because HDRP is still in beta. We'll see once it's officially in place. And the level of quality is far superior to Unreal's now. The shaders and the AA are so much better.
>>697047>Loads of games use slimes. It's not even a dragonquest thing. Wizardry used it first.Do those slimes usually look like >>697051 ?Because as far as I know, DQ is pretty synonymous with that look.
>>697016agdg is leaking again
This time I'll post here instead of WIP thread because I have something related to share.I made a few more plants and made some additional tweaks in UE4, but today I imported most of it to Unity to see how it looks in the newest version. Here is a comparison and I'm interested in your opinions.Now I'm not sure anymore if I should stick with UE4 or make a switch to Unity again. Also keep in mind the postprocessing is not exactly the same and materials are more complex in UE4, because I haven't set it up properly yet. But still, it looks pretty good to me already. Better than UE4, though?
>>697166AO is nearly non existent in Unity
Really? I wouldn't say so, really. It is weaker, but it's far from non-existent. It can be darkened by lowing alpha clip shadowing, but going lower from this will make it uglier. Other than that, I'm not sure there's anything else to do. PP AO doesn't seem to work at all with grass, though.
>>697070Their slime bottom middle and various other slimes from games. It's a common enemy type.
>>697166The unity pic is too blurry due to compression, take a proper screenshot and toggle MSAA instead of TAA, then we'll talk.
>>697176This is with MSAA, pic is a screenshot from a fullscreen in-game viewport, just like in UE4. I'm not really noticing any difference on foliage t b h, but I'm more interested in lighting, AO etc.
Godot is practically the same as unity only that it is 100% free.
>>697218No it's not you open source faggot. No official terrain tool, no occlusion culling, no LOD support (seriously?!), absolutely horrendous performance for 3D.
>>697220Unity has most of those problems too. The terrain tools are awful. Godot is the future home of indies anon, embrace it.
All this time I thought Unity was just a game engine.
>>697221>future home of indies anon>Unreal is lets you use all the tools for 5% of income if you are indie studioDo all retards like godot so much?
>>697218>Godot is practically the same as unityUnity is more comparable to Unreal. the new rendering pipeline is still in development but it's mostly there and you can use it right now.https://www.youtube.com/watch?v=oG3Vk7BYPHM
https://www.youtube.com/watch?v=9fC20NWhx4sOn the other hand, this was made with UE4 and all the tools it was made with are actually available to the public, unlike with Unity, where every time they present their cinematics, lots of tech has been custom made for those movies specifically, and you can't actually achieve that quality.
>>697227the 5% fee is not the problem, the problem is that unreal engine is harder to work with.Atleast thats what ive heard.Anyways as a solo game developer it makes sense to use a tool that will allow you to develop a game within a reasonable timeframe.
>>697221Unity's HDRP performance has improved tremendously. The new terrain tools in 2019 are also awesome. And it HAS terrain tools. Godot has none.>embrace itHell no. I tried 3.1 and it's just like blender 2.8. A piece of crap pushed down our throats by open source commies such as yourself.
>>697232Wait until HDRP is out of beta. It already looks much better than Unreal's playdough mess.
>>697241Are you trying to say that video also looks like a playdough? Few people on /3/ constantly shit on UE4 and keep repeating it looks like playdough and plastic. Maybe it's just you all the time, hm...
>>697245They're both fine IMO, but with unity's new HDRP the "but u can't do this in unity without overhauling the rendering engine!" just isn't a criticism. You can literally just d/l the package today.
>>697030>Unreal's playdough oily graphicsthis means that you don't know how to build shaders or texture things...
>>697239>>5% is not a problemdo you even business?