I think the industry will move past in house engines almost completely... Those who are still doing it are those who have been doing it for a long time... There isnt really any new studios that go with developing their own engine rather than using Unreal/Unity etc. Those years will pay off.
@@AntonQvarfordt Not really. In-house engines are still a huge deal, as is evident from multiple high profile studios still opting to go that route. Division 1 and 2 are recent titles, but they built a new engine for it, which is now used for multiple other Ubisoft titles. For Beyond Good and Evil 2 they also made an engine from scratch, and that's a project from a new team within Ubisoft. That's just within Ubisoft, which has multiple studios that work with the montreal proprietary engines (Anvil) and third party (multiple ubisoft titles use Unity and Unreal). Frontier uses their own Cobra engine for their recent titles, Guerilla games uses their own engine. Naughty Dog uses their own engine. In fact, using in-house tech/engines is the norm, not the exception in the AAA development space. Even high profile studios that opt for Unreal or Unity, mod it so heavily, replacing entire parts of it for their projects to the point it's no longer the same (like Hearthstone runs on a heavily customized version of Unity, and the latest MotoGP ripped out and implemented their own physics engine in Unreal)
As an indie game dev, I really appreciate the fact that you took the time to explain that Unity is really good for games with small teams. Also, I agree with what you said about Unreal being really good for beginner artists. Usually, artists don't want to make mechanics or tools (which takes programming) but rather make a visually striking piece (which isn't a bad thing) and it's good to note that in the end these aren't just art software anymore but game engines.
could you elaborate a little on that? also, if I were looking into something very stylised, say with a painterly/sketchy look to it (think borderlands), which engine would that be easier to achieve on?
@@darkphoenix00001 Both engines can build whatever you want. The most used engine for big budget 3D is unreal, so from a statistical standpoint that would be the best engine to invest the most time in. With that being said, there are many reasons to go with unity for a production, which I will quickly go over later. The main reason to learn them both is the fact that you might never be using any off them in production. What I mean by this is that a bunch of bigger studio have their own proprietary engines that you will need to learn when you get hired at their studio. If you have spent all your life only in one engine you will have a hard tile transitioning between engines, you need to learn the concepts that the engines are utilising not "how to texture a mesh in X engine". This goes for software as well, you simply need to understand 3D software; not specifically blender or Maya (but for your own sake... Use Maya xD). If you get some experience with a variety of engines (start with Unreal and Unity), you will get to know these technologies. Then the question "What engine do I use?" suddenly becomes "What technologies do I need to execute this idea?". From there you just pick whatever engine that satisfies your requirements. Most likely non of the available engine will, so you pick whatever leaves the least amount of work up to you and your team. With all that being said, if you are a beginner without much experience i would most definitely start out in unreal; especially if you plan a career in 3D arts. The two scenario where I would choose to start out in unity would be for 2D games and web based games. For pretty much everything 3D you will most likely be better of going with Unreal. Also imo. unreal is better for both programmers and non programmers as well. Both c++ and blueprints is way better that Mono c# if you ask me. To answer your other question; if you are still in doubt: Borderlands is made in unreal... Go with unreal. EDIT: @UFO Driverr just notified me that i forgot to mention that the majority of mobile games are using Unity.
@@stormsoendergaard3023 thank you for the detailed response. I don't have any experience with 3D game engines, but I have over 8 years of experience in 3D applications (Cinema 4D to be specific) because of my work in advertisement. I also do a lot of mostly hobbyist work as a 2D illustrator, usually with some 3D elements incorporated. now I want to start transitioning those skills to game development so I'm testing the waters right now, making sure I'm approaching it correctly. so your response definitely helps, I've already installed unreal and I'll begin the familiar process of adjusting to a new environment and working my way along the curve. thanks again!
@@darkphoenix00001 Look isn't what decides your engine (all engines support shaders). Your decision is based on what features you need. If you need groom (hair, fur, grass, etc) or destruction, then there's almost no way of doing that properly in Unity, but for most other things you can work a lot faster there than in Unreal. Most important thing is that in Unity you'll have to build a lot more high-end stuff yourself or use plugins which cost money and often only work mediocre. For example, I have a plugin for destruction, but it does not allow me to import a mesh from Houdini that has connections between pieces already preset (it always wants to create those automatically), which sucks.
@@Luxalpa very valid point. I will be looking into the supported features and tools offered by these 2 game engines and how they correspond to my needs in greater depth before I fully commit. thank you.
Worth for both this video and the Maya vs Blender one: The best skill anyone on this industry can have is the ability to quickly pick up softwares. Learn how to learn. You might go from a Maya quixel UE perforce pipeline in one studio to a Blender Substance Unity Git pipeline in another. Learning how to learn is a huge skill and that allied to understanding programming LOGIC (even if you are an artist and don’t actually learn how to code in any language) will get you much farther and faster
I know what Maya and Blender are ( modelling and animating softwares) and what UE and Unity are ( game engine softwares) but what is quixel, substance, perforce pipeline and git pipeline
@@adityaanuragi6916 "Pipeline" is a general term used to refer to any end-to-end process and all the steps and software involved in it. Unity and Unreal Engine are Real Time Interactive Rendering Engines, which are often used for game development, but nowadays also for previsualization in film work, architectural and product renderings and more. Quixel and the Substance Suite are softwares specifically created to design materials and textures to be applied in 3D models. Git and Perforce are "version control" systems - that let people work on a same project, creating local "Variants" of it and then merging them back to a "main" version of it when the task at hand is done. So when I said "Maya quixel UE perforce pipeline" I meant I worked on a Game Development studio that used Maya for modeling and animating, quixel for texturing and material creation, Unreal Engine to bring it all together and Perforce for version control. That was that studio's "Pipeline". Conversely, the "Blender Substance Unity Git pipeline" on my current place uses those softwares for the projects we work on as its pipeline
@@adityaanuragi6916 Both Maya and Blender are capable of 3D modeling and Animation, but Blender can do so much more like Sculpting, Painting, Video Editing, 2D Animations, Nodes etc. etc. and it's Free. There's literally no need to use Maya unless your company requires you to. Quixel and Substance are both texture painting suites. Substance used to be the best hands down but got bought up by Adobe and that does not bode well for the future but it's still important to learn. Quixel is a similar texture painting suite but it also has a free library of Megascans, realistic textures taken using photogrametry from real life objects. It's also FREE because it was bought by Epic/Unreal and it integrates perfectly with Unreal. That being said, Quixel is used less than Substance because not everyone can produce movie tier photorealistic games and Substance would be easier for everything else. I never heard of Perforce or Git before they're probably not related to game development but I don't know.
@@adityaanuragi6916 Perforce and Git are two programs you use to share a work project, keep backups and allow teammates to work simultaneously on different parts of the same project. I've used Perforce at school, Git and Plastic (another similar program) at work. They're good at different things. Perforce allows you to "check out" files (preventing other people from modifying them) and then "push" your changes. People are expected to "Get Latest" every once and a while to get updated things from their coworkers. Its very good at preventing people from losing work by having different people working on the same thing at once. Fair warning, its been over a year since I last used Perforce so I've probably forgotten some important features, but its used very commonly. Git and Plastic do the same thing as Perforce (though "checking out" files isn't as easy or as important in the pipeline) and allow for a thing called "Branches" in which people or teams make a separate branch off of the central project and work on their things separately before bringing it back into the main project to allow the whole team to update their branches with it. These branches are life savers, you can test any bug or change some project settings you would like to keep, OR cut them off completely if they become corrupted somehow. Plastic is very visual, but not as flexible as Git. I only had a few months experience with Plastic and a few more with Git so far though, so yet again, I don't know everything, but this should be a bit of a better explanation than nothing. All of these programs use similar language "Merge", "Get Latest", "Push", etc. so you won't get too lost when passing from one to the next. I know this is ten months late, but I hope this answers your question if you still had it :)
Very interesting point of view. As a software engineer, I find Unreal stiff and overwhelming. Both engines are very powerful, but I find Unity's blank-canvas approach easier to pick up whenever I start a new project. While on Unreal, I always find myself frustrated because the engine already wants certain type of game built, and making something different demands a lot of effort. But your perspective as an artist gave me a lot to think about. It's true that Unreal has a lot more visual effects and lightning properties readily available out of the box. I never thought that for a visual artist that meant the engine is ready to build what they want from it.
Unreal comes with so many great tools - and as a Blender user, a lot of it just made more sense to me. I found it a lot easier as a non-coder looking to prototype game levels / designs!
Achoo Isyoo I was surprised that you even have to put in the basic input controls for the materials when other softwares already have their own basic controls for their materials, even Nuke has basic controls already built in with their nodes
@Achoo Isyoo Yes holy shit. I wish i knew this before i made the commitment to use Unreal only. I've had insane trouble learning how to do stuff that you would think would be simple, like enabling Root motion, or making the character look at a target. Some of these can be done almost instantly on Unity, but requires hours of following tutorials. Finding tutorials and free code is also way harder in Unreal than Unity. Took me 20 minutes to download a plugin for Headlook for unity, but 6 hours to make it on Unreal...
@@Desh681 Working and learning in Unity is definitely faster, but don't get fooled. Things like Groom (Hair, Fur) or Destruction are almost impossible to do properly in Unity without coding massive amounts of engine code or dealing with mediocre plugins. This is why I'm switching to dreaded Unreal.
@@Macca15 I never have used Unity but Unreal Engine. I am also a gamer. Please tell me about all the incredible games made with unity? I only ever played one that I know of, Escape from Tarkov. That is a great example of how Unreal is better than Unity. The game is brilliant, but runs like crap. If it would run on Unreal Engine it would not only run much better, it would also look much better.
Unity: - easier programming language (C# vs C++) - better for mobile, web apps (i.e. smaller size of the app) - Bolt for non-coders (visual scripting tool; it's new tool opposed to Blueprints) - probably more job offers (knowing this from my own experience) - DOTS is an entirely new way of making games (not production-ready yet, but a great opportunity for more advanced coders to shine in a new field when looking for a job) - great for solo devs Unreal: - more difficult programming language (C++ vs C#) - more free stuff (Quixels, etc. Epic is just a rich company) - probably better for desktop apps (especially for 1st and 3rd person shooters) - more mature Blueprints for non-coders or rapid prototyping - probably better multiplayer support - great for mature teams Disclaimer: Please, don't look only at the graphics of both engines. If you're a beginner you won't be blocked by any of these engines to produce great graphics for the next few years. It takes time and big teams to have that level of experience that you fight with the engine (and you probably won't be doing this). 2nd disclaimer: If you want to learn to code when making games, take Unity (easy C#). If you want to make games fast (Blueprints) and don't care about the coding part take Unreal (more features out-of-the-box).
now listen, I get unity is easy to use, but UE5 has more to give you especially in graphics. Even with a slow pc, it's still runs smoothly. UE5 has: _Meta Humans _Advanced coding _Extreme Graphics _a smart polygon system(creates less lag) _tons and tons of tools _realistic water physic (with foam, buoyancy physics, and more) _Lumen Lighting _minimum pc requirements _free to use software (no fees until your raise $1m with there soft ware All I can say to conclude is that each person has th'ere own opinion.
Personal opinion: Your choice should depend on your project, your needs, and your team. You should look on a case-by-case basis what you want to do, and weather or not the engine you want to use is right for that job or not. Neither Unreal nor Unity will be the "perfect engine". It all depends on what direction you want to go in. And, it never hurts to know both tools so you can see the pro's and con's of both of them.
1:46 or just learn to code...if u know how to code all ur needs, and ur a great 3d artist....doesnt matter if unity or unreal...u are all the tool that u need, when u relay too much on presets and assets....u gotta try to inprove dat.... the rest is up to ur skills 4:57 this depends on how good ur or how big ur resources to get a good artist are....same as before, u are the one that gives the look to the game....
@@taynazahlouth6448 still tier god, master of 2 worlds, the principal things is that ur artist as main skill and ur learning to code, ur projects will shine, proud of u ^^
i wish they can impove their 3d library and maybe in fuutre made some import for compatibility from unreal or unity asset store that aren't like "u can only use this with xyz engine" as disclaimer
I learned a lot of coding starting out in monogame. Made a little isometric dungeon game. Blew my mind how much work it can require, with things that are drag & drop in other engines.
@@arnabbiswasalsodeep Juan has already hired people towards those goals and is currently working towards godot 4.0 which will be a complete rewrite of the godot engine with more features. I doubt they will compete against unity or unreal just yet
@@NickoGibson true. thats why its good for beginner learners. throws you right into the deep end and ensures that your creativity is not limited by just the two available engines out there.
4:56 Well that question is for beginners pretty simple to answer: If you have never written code in youre life DON´T use C++.It is one of the most complex programming languages. In comparison, C# is a high level programming language an therefore easier to learn. It+s very beginner friendly. And it does a lot of things for you like memory usage. C++ doesn´t do that and if you use your memory wrong (really good memory usage is even difficult for experienced programmers) your programm will run really slow and be not perfromant at all. So if you want to make yourself a favour: Use C#! In your first projects you won´t see any big performance issues anyway, because you won´t write very complex stuff. And with Unity new burst compiler C' just runs fast!
I chose Unity in the end because my development computer is over 7 years old and can’t handle UE5. So far I’m enjoying Unity in HDRP. I say give them both a try and see which fits in your workflow.
I started using Unreal in August 2020 and love it. Im only deving my game part time (1-2 hours a day max) and have very much enjoyed the ease of use of Blueprints and the overall power of the engine. Definitely recommend it!
Is there any resource that how can we make mobile games using Unreal? ,any help would be appreciated. Im designer and dont want to touch coding part so much. Thats why I prefer to work with unreal. What dıo you suggest me to do?
As a programmer learning both helped me way more than just sticking to one. Sometimes a solution was easily resolved in one, but needed custom creations in the other. Even though the engines differ much, most fundamentals stay the same. On top, (for programming) I recommend to also work into empty visual studio projects to learn C++ in, and learn how to code a game / engine from scratch. Because in the end the core knowledge is what they seek in the industry, at least in the higher tier. For indie it is almost always the case that they use pre-engines. While almost all triple A use custom created ones for multiple reasons.
I want to learn unreal, but my current pc cannot even open up Unreal, and I'm not in the market to build a pc right now. It sorta struggles just to use Unity so I guess I'll stick with that..
If you're just starting out there's TONS of skills for you to learn that don't depend on engine, which you'll learn in any (even Godot). If the game is or isn't fun, it won't depend on the engine you picked.
Great video. My first engine was Quake 1, so I have no idea which would be best for a beginner but I wholly endorse the notion that what you use is not your identity. Just use whichever programs makes you enjoy working with it in all honesty. Also don't be afraid to play with code, shaders and unusual engine features. Technical Artist is one of the most sought after position for every company I've ever worked at. Most visual scripting tools lets you read the generated code or shader. If you can use visual scripting tools you are already programming, doing the identical with code is just a reverse engineering process.
4:58 About C++ vs C#: Unity uses C++ under the hood. The performance loss of C# is so minimal, nobody should use is as a reason to choose one over the other. It's simply a matter of preference.
I would actually phrase this slightly differently: for someone unskilled in programming, they are unlikely to leverage the performance C++ can offer and instead write code that is as-performant as your standard C# implementation. That also does not regard the issue of memory leaks and the many ways you can invoke UB in C++, as well as the level of complexity. UE4 itself appears to support C++11 (without most of the standard library), which makes me feel a bit conflicted as C++11 marked a major change in the complexity of the language, but introduced a lot of useful features (like lambda expressions). Take a look at the documentation for the TArray constructors. A few questions might arise such as: 1. What is a std::initializer_list? 2. What is this TArray&& type? 3. Which constructor is selected for a given expression? (search "Forrest Gump learns C++") Each of these questions lead to pages-long discussions and debates that I do not think someone new to programming is prepared to digest. If you are new to programming and want to learn C++, it would be of great benefit to learn a simple, statically-typed language first, so that you can wrap your head around the typing system and the common programming constructs (loops, conditional branching, functions, structures, etc).
Unity converts C# to C++. And there is nothing wrong with their IL2CPP. It's just that MonoBehaviour itself is not performant. Which is the main problem in Unity. They are busy developing DOTS (Data Oriented Tech Stack) and as the name suggests it is Data Oriented rather than Object Oriented programming. DOTS goes hand in hand with the C# Job system and Burst. While DOTS is able to give you the performance you'd want, it sure isn't easy going from object oriented to data oriented. Also DOTS isn't even nearly finished.
Conclusion: It doesn’t matter if one is better than the other, The Reason why I chose unity is because of it being diverse, 2d and 3d, multiple devices and etc, It’s not about the engine but the artist.
@@hatemel-kharashy8856 Not necessarily. If you just do a simple loop, or call an object, it will both perform the same. What makes the difference is on memory management. If you are smart about how u call ur objects and allocate memory, it won't be a big deal. Also Unity uses il2cpp which converts the code to c++. So really it's just how u write your code that matters the most
@@udyfrost6380 To be honest, I was not aware of the IL2CPP. That's gonna boost the performance for sure as the performance cost comes from the JIT compilation of the Mono backend
I'm using Unity to work in Project Nightmares. We've got some serious photorealistics environment. The interesting thing is that many people thought it was made in Unreal because they believed that Unity could not achieve something like that. The funny thing? we are two guys working on this. It depends on your desire to study and progress.
I just want to re-iterate, while I think Unreal Engine is the best choice for beginners, this isn't written in stone. I've seen plenty of beginners really enjoy Unity, and make some cool stuff with it. At the end of the day its all just software, so focus on what you enjoy and don't let all of these software elitists get to you.
As a unity user turned unreal user, UNREAL all the way. Once you learn the UNREAL engine you pretty much are SET as an artist, there is no going back (and you wont want to go back either) to anything else other than that. UNREAL has the best REAL TIME graphics, the best visual quality, and NONE of the serious problems that one has to deal with when it comes to unity. IMO it has no competition, and when UNREAL 5 comes out, that is REALLY going to change the game, and film industry forever. I loved unity, and as an artist have some of the BEST memories from using it, but one must know, and be prepared to do what is BEST for their workflow as an animator, and developer. If the majority of unity users out there KNEW how to use UNREAL they would DEFINITELY be saying the same thing that I am, and feel the same way too. The only people that I know of personally who went BACK to unity after trying UNREAL are those who felt intimidated by it, and didn't bother to really put in the needed time, and effort to fully master it. I learned UNREAL in ONE SINGLE month (November of 2020) after using unity for 2 years. The only reason why I was able to master the BLUEPRINTS is because of PLAYMAKER in UNITY. Once I learned that the concept was exactly the same, going from STATES to STEPS made everything easier to understand. By March I had mastered everything else in the ENGINE, and found that in UNREAL EVERYTHING just works properly. To any UNITY user out there or someone seduced into using Blenders "Real Time Rendering" engine EEVEE , you owe it to yourself as an artist to get on the UNREAL 4 bandwagon as soon as possible. YOU WONT be disappointed.
I used to think Unity was the easier engine until they changed their input system. As an artist, it felt like such a roundabout way to get the system working and over time, the updates made more and more of the tutorials about it obsolete, so I just can't bother with it anymore.
the would have been great if u had more knowledge of new versions of unity Hdrp in which u no more have to struggle for good graphics and have all the artist friendly tools and effects like shader graph, VFX graph(GPU based particles like Niagra VFX of unreal), volumetric lights, SSS, volumetric clouds, eye shader graph, hair card shader graphs, screen space refractions, reflections, realtime GI and complete water system already added on GitHub and soon will be integrated in the engine and splines are coming soon as well, powerful terrain sculpting tools and can simulate wind, water and more types of erosions and we will get shader graph integration for terrain and tessellation for terrain and new grass placement tools with high performance in new unity versions
@@deankim1236 yes but it will out of the box never perform well, that can often kill the fun as well. Also for a long testing background, unreal for indies feels most of the time like unreal. Edit: Unreals c++ is a butchered version of what c++ is
For some reason, this video is so calming. Just listening to your voice is almost curing my anxiety though it did not tell me anything new. I use unity and it kinda feels like things change a lot. Something that worked last year fails this year. It's pretty frustrating. But I'm managing. People sometimes switch software because they've grown and have become bigger teams I don't think I'll ever change though. Unity has been kinda a good friend in a way for me though they are frustrating sometimes if not most times, they will get better I believe
When I was in school I started learning Unity because my main goal was to make games and code and everything. So I thought Unity is bettet for me because it is much simpler and faster to use/set up. And so I used Unity for almost over 4 years now. But since then things have changed. I discovered Art for me and I realized that I love it waaay more than coding and in fact... coding never really hooked me (well there was one time where I was really motivated to get better but that didn't last too long). So I started learning art and improving my art skills and I started designing levels in Unity. But there are some things with Unity that are very annoying for my case (while for others these apsects could be great) such as render pipelines... while they are great and offer graphic programmers the possibility to create their own render pipelines, they have very annoying aspects for me. For example in HDRP you can't simply paint grass on the terrain. You'll either need grass meshes that you paint like trees or you'll need to use assets from the asset store that allow you to simply draw the textures (and those are not free). Like I said, from a perspective of a non coder artist. Of course if I were good enough I could code that myself but yeah... I wasn't interested in that at all. Fast forward, after trying around in both enginges I decided to stick with Unreal engine because for me it's much less headaches to create my environments and there are lots of very good assets in the marketplace with a good quality (that are often free). This doesn't mean that Unity is bad for artists, it's just not the right decision for me personally. So if you like working with it, just do it.
For me, I look at this way. Chances are. I'll just learn one or the other and regardless of which one I choose to learn, I'll delve into it learning everything I can about it-so, since I'll immerse myself fully into one platform, I'd rather choose the one that has more potential. Thus far, it sounds like Unreal will offer more in the long run so that would be the one that I'll be choosing. Perhaps it would be nice to know both platforms, but realistically, for me, I might just have time to learn one or the other as well as I can.
Honestly as someone who is just a hobbyist and enjoys playing around in these softwares to learn how games are made and the effort that goes into them, unreal was my personal choice after trying both. Largely because I just find the UI in unreal to be 100X better before getting into the nitty gritty lol.
As a software engineer and a something of 3d artist I'd say you should learn both. It depends on the project goals and engineering resources available which engine to choose. Targeting mobile goes better with Unity but if you have more c++ engineers in your team than c#, it might be better to go with Unreal. Also Unreal is way better for real time multiplayer genres. For small personal projects there's no difference. The inspiration and desperation from comparation are in parity. You have to code in both if your project of a large enterprise scale. For small personal or medium the goals could be archived with visual scripting tools (like PlayMaker and there're lot of ways to put your hands on visual scripting in Unity before actually buying the specific asset tool, let's be honest). *Summarizing, if you plan to work in enterprise company, get middle level proficiency in both Unity and Unreal and then choose one to go deeper with.* As an enthusiast artist, try Unity first for lowpoly/stylized stuff and then Unreal for middle/realistic picture. I bet you will stay with Unreal
For game developers who are begginer-anything right below master level in coding, do Unity. Unity gets you set in the mindset of a game developer, and I've found courses are much more beginner friendly. Once you start making high budget 3D games, go to Unreal. Examples of popular Unity games: Pokemon Go Honkai Impact Genshin Impact Gunz Girlz (same devs as honkai and genshin) Escape from Tarkov Most VR games So while 3D works, most games here aren't extremely high poly ultra realistic things and Unity is good for things like VR and mobile devment. Examples of popular Unreal Engine games: Fortnite Deep Rock Galactic Dauntless Unreal Tournament A lot more games based around 3D style you could say.
As a new programmer, I've only ever worked in Unreal but I have a friend who is very familiar with Unity as it is part of his job to work in it. When I asked him what he thought between the two engines he told me something along the lines of this. Unity is seen as easier to use for new people and at first he didn't understand why. After he took some time to learn Unreal, he discovered that Unreal is very picky about coding protocol and etiquette while Unity often bends the rules and course corrects people who may not quite know what they are doing. However both engines are very well made and has their strengths and weaknesses. So if you're a 'by the books' person then Unreal may be more for you as it wont really let you get away with cutting corners in many cases. However if you prefer a more lax learning experience then Unity may be a better choice for you. Just keep in mind that Unity's more relaxed nature may cause you to pick up on some bad coding habits that may not translate to other projects you may work on. Keep in mind, this isn't really my opinion but a friend of mine who is much more familiar with coding than I am.
I'm relatively new to game developing but I chose Unity over Unreal because I'm only interested in creating 2D games with SNES-styled graphics, and from everything I've seen, 2D games are easier to make on Unity than on Unreal.
Personally, I don't really care about graphics. My history with gaming has been more focused with the overall gameplay and a well executed story. But this has still cleared up much for me so I can make a well reasoned decision when I start trying my hand at game development. Thanks for the info!
4:40 I might be insane but I could have imagined that both engines were running on C++ with the exception that unity had a wrapper taking your c# scripts and converting them to C++ via IL2CPP.
That's probably the case because I'm fairly certain the physics engine only really works with C++, but beginners aren't going to be finding out how to write C++ for an engine designed to be written in C#
as someone who has worked as a game dev for around 5 years(working on all sorts of games from 2d indie games with a team of 3 to a huge AAA game with a team of over 50 people) i agree with all of the points you have made except one: unreal engine documentation almost doesnt exist there is less than minimum explanation in their website it took me almost a year to learn it enough to make a simple game there are a lot kismet functions left from unreal 3 which makes it super confusing for beginners and learning a new thing? good luck finding a proper guide that explains everything in one article/video but unity documentation is COMPLETE!!! there are a lot of examples and lots of links to other useful related stuff. community is super friendly and active. i went from an intern to junior developer in 2 months at my first job it wasn't a AAA game but still it was (and is) so simple to learn new things while you develop your game. as an example it took me almost 3 days to learn particle system of ue ( and even now i cant claim i know it all) but it took around 30 minutes to learn unity particle system enough to make my own particles (yes ue is more powerful but unity is easier)
Hi I am interested in virtual reality and mixing (not computer games but business applications). Do you think the direction will be better Unreal or Unity?
When you encounter an error on Unreal engine you can't find a solution easily. All the answers are outdated and back to 2016. Nearly all the errors you'll encounter (as a beginner) in Unity have an answer and a solution. Because its community is larger (i mean a lot larger) than Unreal's.
I actually started out using Unreal. When I encountered problems, finding the right answer (or even the right start) wasn't easy. I was forced to switch to Unity when I found answers there. From what I heard in the video, it seems that artists really would prefer Unreal because the things they're looking for are built-in. I myself am no artist and my problems had to do with gameplay systems rather than art and I think when it comes to that, Unreal's built-in features that an artist would appreciate aren't of any help.
That hasn't been my experience. I had to dig around a little, but the answers were available. How do you know the Unity community is larger than Unreal's? Where are you getting that from?
Well I have a lot of great things to say about both engines, But UE's "faster shader iteration", "Vast easy documentation" and "begginer friendly" are definitelly not the experience I've had compared to Unity.
Before starting game dev I was confused actually. Unity clearly had a bigger beginner focused community and their documentation is miles ahead of unreal but still, I chose unreal. I had no prior experience in game dev and it's been 7 months and I can say it's worth it. There are udemy courses, youtubers that are enough to fil the void for learning. Yes, sometimes you might have to search more but all the information is there, and The best thing about Unreal is that if you're a student or someone with 0 budget, Epic has you covered. Free high quality assets every month and tons of free assets on the store already. This was not possible on Unity, most assets were paid, even post processing plugin was (which comes free and pre-installed in UE4). AND Quixel mixer, Metahuman are free for UE4 devs, so if you're making a highly realistic game, you already have everything you need.
Thx man I did a python course from Udemy which made fall in love with Udemy I too an considering to take either unity or unreal and the fact that you mentioned unreal makes it a little better for me Cuz I wanna start of as an Indie game developer and then maybe join a team or a full on company which unreal can be helpful for later Plus I feel unity is mostly for mobile games ( I could be wrong) Random question did you take the unreal course from gamdev tv which has the lead instructor as Sam Patuzzi?? That's the one I wishlisted and wanna learn
@@cpp705 small devs usually make small games and small games are usually made with unity And if you want control ue is the go-to however I think ue can take a bit longer to learn but provides more control and can be used to make games in the future with a bigger and bigger team Plus I haven't started gamedev but I'm a better programmer than I am an asset maker meaning asset is my weakness and ue provides very good ones and pretty realistic looking ones too I'd suggest ue but I could be biased since I wanna learn ue
I'm an indie game developer (I'm making Dwerve). I've used both engines. Personally I like Unity. There are some HUGE benefits Unity has. Whenever you make a code change the game engine needs to compile the code. Unity would take 3 seconds to compile something that takes Unreal 30 seconds. ( Unity is C#, Unreal is C++) I don't want to spend my time waiting for code to compile! If you are at a studio working you get paid by the hr but if you are an indie dev you have no time to waste on compile times. Also Unity is the #1 game engine used to make mobile games. The reason is because Unity is better for making games faster! So if you are not a AAA studio Unity will be a benefit over Unreal.
It is worth noting that. With Unity you can do cool things on your own. Unreal engine is a complete team software. Even if you are an expert on your own, it takes a long time to come up with something. You need the team. So my advice is Unity first then Unreal Engine
Unity looks easier for indies because there are fewer official tools available, during the game making process you'll find your process becomes slower and slower, because you need to either make your own tools or buy some from the asset store. Unreal has all these available for free.
@@damaomiX exactly what i felt, i started my game on unity last november. I just finished 30% of a small game because I need to work with a lot of different plugins and assets to do basic things that Unity should already provide at this point in its existence. Everything is hard to achieve
4 months later, Unity has improved on their rendering pipelines. It's inevitable that the Unity engine will be able to compete with Unreal on the realism graphics front. They both produce great results.
I like unity but unreal engine just feels better its like the engine works with you and helps you with anything you want And its almost complete free with the new lisence
@@null6482 what?? i thought epic wanted 5% of the total money you get from a game you made with unreal but unity has not royalties but it wants you to pay once you start earning 100K dollars a year
@@null6482 what?? i thought epic wanted 5% of the total money you get from a game you made with unreal but unity has not royalties but it wants you to pay once you start earning 100K dollars a year
In the realm of looking for employment in the game industry, do you think it’s a good idea to know how to use BOTH Unity and Unreal or learn the more renowned of the two which seems to be Unreal based on my observation particularly in the realm of environments. If you’re an artist hoping to excel at creating stylized 3D environments, would it be best to learn Unreal or Unity or both?
For that last question. Unreal. Based on your goal, you only need to make things look good while having user friendly tools. And that's Unreal for you. You don't need game engine, to make stylized art. Looking at your channel, I'd only focus on a 3D app, doing modeling, in unreal/unity is so limited. And the renders that's already equipped in most 3D apps are good enough. These highlight reels of 3D environment, that you are watching, are people who learned 3D apps first. Then... They learned unity/unreal to showcase their art using real time engine.
My first experience with Unreal Engine was highlighted entirely on the visual scripting... I hate visual scripting. I always fight some graphical issue, I always fail to interpret how things work. I haven't gone back to Unreal Engine since; but it also for the longest time wasn't the easiest thing for me to get a hold of (Computer limitations). I have been tempted to go back into Unreal again though and give it another chance.
I feel you here, I was using Unity last 3 years, had used Unreal just briefly at first to see the difference but stuck to Unity. I have just went back to Unreal due to too many problems with 2019.3 onwards, but the Unreal Visual scripting is not clicking at all unlike C++ but prefer C# on Unity. I will see how the next few months go, if I can use a combo of C++/Blueprints then great, if not back to Unity and hopefully they have fixed the issues I was having, such a shame 2017 and 2018 up to 2019.2 were great hardly crashed, Unreal I sit for about 5 mins just to get a Material to load, looks like I need 64GB RAM plus this generations CPU to get fast results 🤣, UE5 god only knows the specs you will need for that to be smooth running. Good luck my friend. 👍
Experienced coder here. I've used unity and unreal plenty. In my years of experience, I can say this: Unity is amazing for low-poly games and still having beautiful lighting despite it. However for anything else just go with Unreal. It keeps a better coding environment in general and encourages object oriented principles
Hi I am interested in virtual reality and mixing (not computer games but business applications). Do you think the direction will be better Unreal or Unity?
Those who argue one software is better than another aka "fan boys" are blinded. I will learn any tool that gets me paid. I just dont care..... to be honest I hate them all. They promise so much but usually, deliver buggy yearly updates. But its my job.... at the moment Im using unity and bolt.
I like this take lmao. I also dislike them both, both have their fair share of bugs and unreliability. That being said, I am willing to use any of them for a job, and in this case, I don't mind which engine it is.
I agree with this too, if I had the time and knowledge I would make my own engine do that I could configure it how I would want, but I'm still willing to use other engines if it means I can get paid.
I used unity as an artist for over 15 years and after I moved to unreal I never looked back. To me, it's the best engine I've ever used and I've used pretty much 90% of them. Yes lumberyard is free but it can't touch Unreal.. nothing can if you ask me.
As someone who used both, both are great. I am good with C++ but it gets annoying in Unreal as syntax is awful and just does not work all the time. You got to fight Unreal as a programmer but in recent years it's gotten better. Unreal just has better tools overall. The animation and landscape system and tools are far better. The new cloud system is amazing even for stylized games. Particle editor is far better. Unity has been getting better for art and DOTS for programming looks really promising. It was my first engine(After I used MonoGame and SDL). Both are great.
My Game Design Principles lecturer claimed to have been a part of the development of UE at some point. Idk how true it was in the end, but considering that they worked freelance, its not impossible. Anyway, the biggest thing we were told was that UE is the easiest to use with no knowledge of coding, and due to it being the piece of technology the lecturer was most familiar with, the rule was we would be taught that and if we wanted to use different software we were welcome to, but there were no guarantees that anyone would be able to help us. (this happened across multiple subjects)
I dabbled in both as someone with 0 experience with programming and graphic design, i found that Unity is a bit more user friendly and out of the box.. for unreal , the first 20 minutes i had to follow tutorial videos on how to even get a scene setup to work on.
Having used both of the engines, I definitely agree with you. I find it easier to use a lot of the features from Unreal, and because Epic Games owns Unreal it has more funding allowing more features to be added. Unity is by no means a bad engine, just slightly more annoying in terms of a 3d modelling pipeline. Good video!
Art is just an illusion and the real thing is how you can complete your project. I had experienced really great while learning the programming with unity.
What I found out: in Unity everything is deprecated and doesn't work in new versions. In Unreal there are less tutorials and free content that can help you understand how things work. But there are big bundles of free stuff just handed to you so you can try and figure it out. Unity is quite small. Unreal is huuuge and for some reason doesn't install by itself. So you get tripped before you make the first step.
I started from unity and liked unreal that doesn't mean any of this two is bad just know which one you are comfortable with, easy and sharp becz it is just a tool which is used by you to make masterpieces .😇
@@quae6843 GMS2 is so great now. Been using since GM5, and recent standout features for me have been: room inheritance & asset layers. The 3D is pretty nifty too, ever since they did away with d3d.
if you like programming experimenting with stuff playing around with the code and build systems and tech, I would highly suggest Unity's DOTS (ECS, Burst, etc) and learn high performance C# Unity is also really good for building your own engine on top of it if you are a designer and you just wanna design games, drag drop things, paint maps, make terrain have game mechanic, level design etc, I would suggest using Unreal Engine
Great video, only one thing I want to mention. You talked about UE4 is faster because its written in C++ and Unity in C#. This is not true. Unity's scripting language is in C# but the engine itself is also written in C++. Feel free to correct me if I know wrong.
Something else that might be useful is that they have a very different interface. So while UE is great to work with and learning fresh, Unity operates closer to some other 3D programs like Maya. So depending what your background might be in or other programs you're considering that might help as well.
For example as someone coming from Maya for 3D I started with UE but found it almost frustrating and difficult to use because of how simplified and user friendly it is. Unity is more awkward and requires customisation but that means it can be shaped to better match how you want to work, or are used to working. Everything from just navigating around in 3D space to setting up textures and lighting.
If you don't have a good PC, I don't think it's a good idea to use Unreal. On my laptop, it takes about half an hour to compile all the required shaders every time I add a new object to the scene. Plus, whenever I have a problem in Unity, I google it up and find something useful. I'm not sure if it's specific to mobile game development, but for Unreal, it takes me a very long time to find a forum that discusses anything similar to what I'm looking for. Can anyone suggest a good resource for learning Blueprint? While everyone is saying Blueprint is much easier because no coding, even as a coder, I'm having a hard time understanding what are some of the basic functions for Blueprint. (When I started Unity, Brackeys tutorials helped me. I might need someone like him for unreal.)
Do you have access to Udemy or GameDev courses? They have low cost courses on learning Blueprint. RUclips is also a very good resource for both Unreal and Unity (have been dabbling in both for a while). Also look into Bolt for Unity, as well as RUclips videos using and comparing both, you'll get insight into how those node based editors work in relation to scripting. ruclips.net/video/8rX0bCtqlRI/видео.html
Super excited to announce my new Unreal Engine course for beginners! Learn how to create your own beautiful worlds using Unreal Engine. Fluffy trees, flowing grass and sweeping landscapes. Only $49. Forever. Join here: bit.ly/3k5xCNH
I have used Unty for over 6 years, and Unreal for 3 years. So I can tell that both of the engines are better in their own field....But please note one thing: Graphics hardly matter on the engine. If you think one is better than the other, than see their demo Cinematic shorts made purely out of the engines. You will find each of them much realistic and beautiful than you have ever seen or think of making....
unreal has a simpler UI to me, idk why its complicated to everyone else. in fact i actually found unity too complicated and gave up 3 times without touching a single button because of the way it looks
@m o t i blueprints are able to do just as good as c++ and are extremely easy to understand and they are fully capable of high quality... also bulkiness is not an excuse judging by the fact somehow people sometimes find it more complicated
@m o t i actually I didn’t say that, I did give up 3 times but then I actually started using but it took a while to understand the up. I actually only did because of UE4, and I said I use blueprints because you talked about c++ which I don’t use.. no bs only bad reading lmao
I used both for while and the short answer is : - If you will develop for Mobile, => Unity Engine - If you will make 2D games, => Unity for sure - If you want to make 3D Games => Unreal Engine make it much easier - If you hate coding and hard time learning C#, => Unreal Engine // Unity have "Bolt" but UE "Blueprint" is decades better - if you have mid range PC => Unity Engine - If you have Low potato PC = Godot Engine - If you want to make triple A game with high graphics => forget about it, but if you insist Unreal engine Conclusion : If you have mid range PC and you are solo indie developer who plan to make simple games for mobile or 2D games => Unity If you want to make a 3D game and you have a strong PC => Unreal Engine 5 If you have a low end potato PC => Godot
Judging by the Channel name and scrolling through the video, I assume you're talking about these two engines from an artist stand point of view. In that aspect I can agree. I personally find both engines to be on par (Unity has easier shaders going on while Unreal is better in the animation part in my opinion). However from a pure Indie GameDev point of view, where you try to do everything on your own, Unity will increase your productivity in my opinion, if you're willing to do compromises. Unreal - especially when talking about multiplayer - has a lot of pitfalls when it comes to netcode. Replication doesn't always work the way you think it will (You will think it works until you try to connect a mobile handheld for example, where you suddenly run into network problems which will prevent your state from being correctly synced), Shaders take ages to build and the simplicity of the Unity scripts and components can't really be compared to the complex knowledge you need to have about UObjects, AActor, UPawn etc. Not to mention that I personally feel that I can't create assets that fit into the demands of Unreal. In my opinion, if you're a beginner and you wanna test a game concept quickly, use Unity, it is easier to get into. Don't rely on the specific pipeline to much either. If you can model and texture something for Unity, you can still do that for Unreal as well. If you want to necessarily optimize your productivity for industrial use, yes consider Unreal.
thanks so much for this video..which one requires the least amount of programming? the reason im asking is i had a go with programming before (not game related) and it went right over my head...also i have a famiy and cant dedicate as much time as i would like to it..cheers to anyone who can advise me
This video takes the uncharitable position that a beginner is incapable of learning, and that learning to do things in unity yourself, instead of having them done for you in unreal, is somehow better. Rather, it's like telling someone that practicing fundamentals don't matter and you should get a better pen. You dig my point?
I should note that you can use C++ with Unity as well so performance wise, I don't think it makes a big difference except for edge cases. Oh, and if you're a studio you can request the Unity Engine source code as well in order to modify it.
Use Unity if you're targeting mobile. Consider fortnight is made on unreal, by unreal/epic staff, yet getting decent framerates on mobile is a challenge. Even on low settings. You can optimise the heck out of a mobile game with unity. If you're thinking of making console/pc games, go the unreal route. Not only do you have access to insanely realistic assets, but unreal 5 is set to be a game changer. Just look at the tech demo if you haven't already. Also, Unity is more forgiving of less powerful hardware than unreal. So if you don't have a powerful desttop to develop with, you might want to consider that.
I've tried years ago coding and I never understood it, to this day I still don't understand it. I'm using Unreal engine, I like how I don't have to write lines of code as I would of given up.
Nice video! I tried to use Unity for a while for level design and modeling. It was a very frustrating experience, it took too long to get good graphics, the terrain tool was very difficult to work with, several times after an update, I found a scene with those nasty "pink" texture error everywhere, with little or no help for a fix and I have to start over again from scratch. Upgrading a project to the high-fidelity pipeline was a nightmare, because you had to rework every texture from scratch. The lack of features was mind-blowing, leaving you the only option is buy more things and plugins on the asset store to fill the gaps. If you don’t want tiling texture or a better terrain sculpting tool, code it or buy a add-on. Then they drops support for Substance materials, with no to little work around, i haven't been able make that external plugins to work yet, i quit level design. Last year i give Unreal engine a try for a few days... I am using it daily for a few months now, it amazing! It work out of the box, good fps, no need for extra plugins to get the thing done, no need to write a single line of code, i have been using blender for year, so the node base materials was very easy to grasp. Unreal, offers tones of options and possibility only limited by your creativity, you got a free access to Mega scan library, free monthly triple A quality assets. "Real" full training projects... I am not going back to Unity that sure.
*spends years learning both*
Studios: We have an in house engine, now go learn that.
LMAOOOO
I think the industry will move past in house engines almost completely... Those who are still doing it are those who have been doing it for a long time... There isnt really any new studios that go with developing their own engine rather than using Unreal/Unity etc.
Those years will pay off.
@@AntonQvarfordt Not really. In-house engines are still a huge deal, as is evident from multiple high profile studios still opting to go that route. Division 1 and 2 are recent titles, but they built a new engine for it, which is now used for multiple other Ubisoft titles. For Beyond Good and Evil 2 they also made an engine from scratch, and that's a project from a new team within Ubisoft.
That's just within Ubisoft, which has multiple studios that work with the montreal proprietary engines (Anvil) and third party (multiple ubisoft titles use Unity and Unreal).
Frontier uses their own Cobra engine for their recent titles, Guerilla games uses their own engine. Naughty Dog uses their own engine. In fact, using in-house tech/engines is the norm, not the exception in the AAA development space.
Even high profile studios that opt for Unreal or Unity, mod it so heavily, replacing entire parts of it for their projects to the point it's no longer the same (like Hearthstone runs on a heavily customized version of Unity, and the latest MotoGP ripped out and implemented their own physics engine in Unreal)
your profile picture at the time of me writing this checks out
@@alexbissessur pfp is just fitting
As an indie game dev, I really appreciate the fact that you took the time to explain that Unity is really good for games with small teams. Also, I agree with what you said about Unreal being really good for beginner artists. Usually, artists don't want to make mechanics or tools (which takes programming) but rather make a visually striking piece (which isn't a bad thing) and it's good to note that in the end these aren't just art software anymore but game engines.
I am a biggner plz and i have no team what i have to choose plz replay me
@@mairimrrji4310 the engine you should learn is called spelling
@@rgbtryhardled636 ok sir
@@rgbtryhardled636 but bro i am a punjabi so i speak my language more than english
@@rgbtryhardled636 bro actually i am really bad in english 🥺🥺🥺🥺🥺🥺🥺🥺🥺🥺🥺
Simple advice from someone who worked in games for quite a while now: learn both...
could you elaborate a little on that? also, if I were looking into something very stylised, say with a painterly/sketchy look to it (think borderlands), which engine would that be easier to achieve on?
@@darkphoenix00001 Both engines can build whatever you want. The most used engine for big budget 3D is unreal, so from a statistical standpoint that would be the best engine to invest the most time in. With that being said, there are many reasons to go with unity for a production, which I will quickly go over later.
The main reason to learn them both is the fact that you might never be using any off them in production. What I mean by this is that a bunch of bigger studio have their own proprietary engines that you will need to learn when you get hired at their studio. If you have spent all your life only in one engine you will have a hard tile transitioning between engines, you need to learn the concepts that the engines are utilising not "how to texture a mesh in X engine".
This goes for software as well, you simply need to understand 3D software; not specifically blender or Maya (but for your own sake... Use Maya xD).
If you get some experience with a variety of engines (start with Unreal and Unity), you will get to know these technologies.
Then the question "What engine do I use?" suddenly becomes "What technologies do I need to execute this idea?". From there you just pick whatever engine that satisfies your requirements. Most likely non of the available engine will, so you pick whatever leaves the least amount of work up to you and your team.
With all that being said, if you are a beginner without much experience i would most definitely start out in unreal; especially if you plan a career in 3D arts. The two scenario where I would choose to start out in unity would be for 2D games and web based games.
For pretty much everything 3D you will most likely be better of going with Unreal.
Also imo. unreal is better for both programmers and non programmers as well. Both c++ and blueprints is way better that Mono c# if you ask me.
To answer your other question; if you are still in doubt: Borderlands is made in unreal... Go with unreal.
EDIT: @UFO Driverr just notified me that i forgot to mention that the majority of mobile games are using Unity.
@@stormsoendergaard3023 thank you for the detailed response. I don't have any experience with 3D game engines, but I have over 8 years of experience in 3D applications (Cinema 4D to be specific) because of my work in advertisement. I also do a lot of mostly hobbyist work as a 2D illustrator, usually with some 3D elements incorporated.
now I want to start transitioning those skills to game development so I'm testing the waters right now, making sure I'm approaching it correctly. so your response definitely helps, I've already installed unreal and I'll begin the familiar process of adjusting to a new environment and working my way along the curve. thanks again!
@@darkphoenix00001 Look isn't what decides your engine (all engines support shaders). Your decision is based on what features you need. If you need groom (hair, fur, grass, etc) or destruction, then there's almost no way of doing that properly in Unity, but for most other things you can work a lot faster there than in Unreal. Most important thing is that in Unity you'll have to build a lot more high-end stuff yourself or use plugins which cost money and often only work mediocre. For example, I have a plugin for destruction, but it does not allow me to import a mesh from Houdini that has connections between pieces already preset (it always wants to create those automatically), which sucks.
@@Luxalpa very valid point. I will be looking into the supported features and tools offered by these 2 game engines and how they correspond to my needs in greater depth before I fully commit. thank you.
Worth for both this video and the Maya vs Blender one:
The best skill anyone on this industry can have is the ability to quickly pick up softwares. Learn how to learn. You might go from a Maya quixel UE perforce pipeline in one studio to a Blender Substance Unity Git pipeline in another.
Learning how to learn is a huge skill and that allied to understanding programming LOGIC (even if you are an artist and don’t actually learn how to code in any language) will get you much farther and faster
I know what Maya and Blender are ( modelling and animating softwares) and what UE and Unity are ( game engine softwares) but what is quixel, substance, perforce pipeline and git pipeline
@@adityaanuragi6916 "Pipeline" is a general term used to refer to any end-to-end process and all the steps and software involved in it.
Unity and Unreal Engine are Real Time Interactive Rendering Engines, which are often used for game development, but nowadays also for previsualization in film work, architectural and product renderings and more.
Quixel and the Substance Suite are softwares specifically created to design materials and textures to be applied in 3D models.
Git and Perforce are "version control" systems - that let people work on a same project, creating local "Variants" of it and then merging them back to a "main" version of it when the task at hand is done.
So when I said "Maya quixel UE perforce pipeline" I meant I worked on a Game Development studio that used Maya for modeling and animating, quixel for texturing and material creation, Unreal Engine to bring it all together and Perforce for version control. That was that studio's "Pipeline".
Conversely, the "Blender Substance Unity Git pipeline" on my current place uses those softwares for the projects we work on as its pipeline
@@adityaanuragi6916 Both Maya and Blender are capable of 3D modeling and Animation, but Blender can do so much more like Sculpting, Painting, Video Editing, 2D Animations, Nodes etc. etc. and it's Free. There's literally no need to use Maya unless your company requires you to.
Quixel and Substance are both texture painting suites. Substance used to be the best hands down but got bought up by Adobe and that does not bode well for the future but it's still important to learn. Quixel is a similar texture painting suite but it also has a free library of Megascans, realistic textures taken using photogrametry from real life objects. It's also FREE because it was bought by Epic/Unreal and it integrates perfectly with Unreal. That being said, Quixel is used less than Substance because not everyone can produce movie tier photorealistic games and Substance would be easier for everything else.
I never heard of Perforce or Git before they're probably not related to game development but I don't know.
" Learning how to learn is a huge skill " - No shit, Sherlock
@@adityaanuragi6916 Perforce and Git are two programs you use to share a work project, keep backups and allow teammates to work simultaneously on different parts of the same project. I've used Perforce at school, Git and Plastic (another similar program) at work. They're good at different things.
Perforce allows you to "check out" files (preventing other people from modifying them) and then "push" your changes. People are expected to "Get Latest" every once and a while to get updated things from their coworkers. Its very good at preventing people from losing work by having different people working on the same thing at once. Fair warning, its been over a year since I last used Perforce so I've probably forgotten some important features, but its used very commonly.
Git and Plastic do the same thing as Perforce (though "checking out" files isn't as easy or as important in the pipeline) and allow for a thing called "Branches" in which people or teams make a separate branch off of the central project and work on their things separately before bringing it back into the main project to allow the whole team to update their branches with it. These branches are life savers, you can test any bug or change some project settings you would like to keep, OR cut them off completely if they become corrupted somehow.
Plastic is very visual, but not as flexible as Git. I only had a few months experience with Plastic and a few more with Git so far though, so yet again, I don't know everything, but this should be a bit of a better explanation than nothing.
All of these programs use similar language "Merge", "Get Latest", "Push", etc. so you won't get too lost when passing from one to the next.
I know this is ten months late, but I hope this answers your question if you still had it :)
Very interesting point of view.
As a software engineer, I find Unreal stiff and overwhelming.
Both engines are very powerful, but I find Unity's blank-canvas approach easier to pick up whenever I start a new project.
While on Unreal, I always find myself frustrated because the engine already wants certain type of game built, and making something different demands a lot of effort.
But your perspective as an artist gave me a lot to think about. It's true that Unreal has a lot more visual effects and lightning properties readily available out of the box. I never thought that for a visual artist that meant the engine is ready to build what they want from it.
If you think Unreal is stiff, try making an rpg in Frost Engine
@@spaceidiot200 Lol
also
unity is a code mess from the inside, you can really see with new cods
@@Malam_NightYoru Are you saying cod as in call of duty? if so, call of duty doesn't use unity.
Unreal comes with so many great tools - and as a Blender user, a lot of it just made more sense to me. I found it a lot easier as a non-coder looking to prototype game levels / designs!
ya
Unity: Lightweight, Barebones, Only what you Need
Unreal: Everything AND the Kitchen Sink
Achoo Isyoo I was surprised that you even have to put in the basic input controls for the materials when other softwares already have their own basic controls for their materials, even Nuke has basic controls already built in with their nodes
@Achoo Isyoo Yes holy shit. I wish i knew this before i made the commitment to use Unreal only. I've had insane trouble learning how to do stuff that you would think would be simple, like enabling Root motion, or making the character look at a target. Some of these can be done almost instantly on Unity, but requires hours of following tutorials.
Finding tutorials and free code is also way harder in Unreal than Unity. Took me 20 minutes to download a plugin for Headlook for unity, but 6 hours to make it on Unreal...
@@Desh681 Working and learning in Unity is definitely faster, but don't get fooled. Things like Groom (Hair, Fur) or Destruction are almost impossible to do properly in Unity without coding massive amounts of engine code or dealing with mediocre plugins. This is why I'm switching to dreaded Unreal.
Utter nonsense. Have you seen some of the incredible games made with Unity? I get the impression you've never used Unity.
@@Macca15 I never have used Unity but Unreal Engine. I am also a gamer. Please tell me about all the incredible games made with unity? I only ever played one that I know of, Escape from Tarkov. That is a great example of how Unreal is better than Unity. The game is brilliant, but runs like crap. If it would run on Unreal Engine it would not only run much better, it would also look much better.
Unity:
- easier programming language (C# vs C++)
- better for mobile, web apps (i.e. smaller size of the app)
- Bolt for non-coders (visual scripting tool; it's new tool opposed to Blueprints)
- probably more job offers (knowing this from my own experience)
- DOTS is an entirely new way of making games (not production-ready yet, but a great opportunity for more advanced coders to shine in a new field when looking for a job)
- great for solo devs
Unreal:
- more difficult programming language (C++ vs C#)
- more free stuff (Quixels, etc. Epic is just a rich company)
- probably better for desktop apps (especially for 1st and 3rd person shooters)
- more mature Blueprints for non-coders or rapid prototyping
- probably better multiplayer support
- great for mature teams
Disclaimer:
Please, don't look only at the graphics of both engines. If you're a beginner you won't be blocked by any of these engines to produce great graphics for the next few years. It takes time and big teams to have that level of experience that you fight with the engine (and you probably won't be doing this).
2nd disclaimer:
If you want to learn to code when making games, take Unity (easy C#). If you want to make games fast (Blueprints) and don't care about the coding part take Unreal (more features out-of-the-box).
ue5 has way more features
This is great description!
now listen, I get unity is easy to use, but UE5 has more to give you especially in graphics. Even with a slow pc, it's still runs smoothly. UE5 has:
_Meta Humans
_Advanced coding
_Extreme Graphics
_a smart polygon system(creates less lag)
_tons and tons of tools
_realistic water physic (with foam, buoyancy physics, and more)
_Lumen Lighting
_minimum pc requirements
_free to use software (no fees until your raise $1m with there soft ware
All I can say to conclude is that each person has th'ere own opinion.
@@Crow-th9hb yes but as a solo dev are you ever gonna use all that? probs not.
@@shortiez3149 yes only if they use it for a very long project
Personal opinion: Your choice should depend on your project, your needs, and your team.
You should look on a case-by-case basis what you want to do, and weather or not the engine you want to use is right for that job or not.
Neither Unreal nor Unity will be the "perfect engine". It all depends on what direction you want to go in.
And, it never hurts to know both tools so you can see the pro's and con's of both of them.
I'm learning unity because I'm not trying to get into those big triple A type games lol
1:46 or just learn to code...if u know how to code all ur needs, and ur a great 3d artist....doesnt matter if unity or unreal...u are all the tool that u need, when u relay too much on presets and assets....u gotta try to inprove dat.... the rest is up to ur skills
4:57 this depends on how good ur or how big ur resources to get a good artist are....same as before, u are the one that gives the look to the game....
I agree totally, that's why I'm learning C#
@@taynazahlouth6448 if ur a 3d designer and ur learning code, ur a legend bro, welcome to the army soldier
@@Nekotico I'm a 2D artist actually but thank you very much!! :)
@@taynazahlouth6448 still tier god, master of 2 worlds, the principal things is that ur artist as main skill and ur learning to code, ur projects will shine, proud of u ^^
Chapeau to you sir for crediting all the artists in the description box. Thank you very much! You don't see that often...
People are fighing over Unity vs Unreal.....and here i am using Godot on a 930m laptop running ubuntu ;D
i wish they can impove their 3d library and maybe in fuutre made some import for compatibility from unreal or unity asset store that aren't like "u can only use this with xyz engine" as disclaimer
Juan already stated that Godot will never compete with engines like Unreal Engine.
I learned a lot of coding starting out in monogame. Made a little isometric dungeon game. Blew my mind how much work it can require, with things that are drag & drop in other engines.
@@arnabbiswasalsodeep Juan has already hired people towards those goals and is currently working towards godot 4.0 which will be a complete rewrite of the godot engine with more features. I doubt they will compete against unity or unreal just yet
@@NickoGibson true. thats why its good for beginner learners. throws you right into the deep end and ensures that your creativity is not limited by just the two available engines out there.
I prefer Unreal. The UI is so much better. You get access to so many free tools. And Blueprint is an added bonus.
Unity has built-in visual scripting aswell.
but its not as good as blueprints
@@puggle1075 almost as good tbh
@@puggle1075 almost as good tbh
The UI in unreal feels very bloated tbh.
4:56 Well that question is for beginners pretty simple to answer: If you have never written code in youre life DON´T use C++.It is one of the most complex programming languages. In comparison, C# is a high level programming language an therefore easier to learn. It+s very beginner friendly. And it does a lot of things for you like memory usage. C++ doesn´t do that and if you use your memory wrong (really good memory usage is even difficult for experienced programmers) your programm will run really slow and be not perfromant at all. So if you want to make yourself a favour: Use C#! In your first projects you won´t see any big performance issues anyway, because you won´t write very complex stuff. And with Unity new burst compiler C' just runs fast!
I chose Unity in the end because my development computer is over 7 years old and can’t handle UE5. So far I’m enjoying Unity in HDRP. I say give them both a try and see which fits in your workflow.
I started using Unreal in August 2020 and love it. Im only deving my game part time (1-2 hours a day max) and have very much enjoyed the ease of use of Blueprints and the overall power of the engine. Definitely recommend it!
Is there any resource that how can we make mobile games using Unreal? ,any help would be appreciated. Im designer and dont want to touch coding part so much. Thats why I prefer to work with unreal. What dıo you suggest me to do?
Where to start from?
As a programmer learning both helped me way more than just sticking to one. Sometimes a solution was easily resolved in one, but needed custom creations in the other. Even though the engines differ much, most fundamentals stay the same. On top, (for programming) I recommend to also work into empty visual studio projects to learn C++ in, and learn how to code a game / engine from scratch. Because in the end the core knowledge is what they seek in the industry, at least in the higher tier. For indie it is almost always the case that they use pre-engines. While almost all triple A use custom created ones for multiple reasons.
I like both engines.
I'm currently using Unity too but in future i will switch to UE definitely, specially after i saw UE5.
I want to learn unreal, but my current pc cannot even open up Unreal, and I'm not in the market to build a pc right now. It sorta struggles just to use Unity so I guess I'll stick with that..
Try Godot man, it's a lot more lightweight than Unity so it might suit your needs better.
If you're just starting out there's TONS of skills for you to learn that don't depend on engine, which you'll learn in any (even Godot). If the game is or isn't fun, it won't depend on the engine you picked.
@@Kednems godot is good for 3d games you bozo
Great video. My first engine was Quake 1, so I have no idea which would be best for a beginner but I wholly endorse the notion that what you use is not your identity. Just use whichever programs makes you enjoy working with it in all honesty.
Also don't be afraid to play with code, shaders and unusual engine features. Technical Artist is one of the most sought after position for every company I've ever worked at. Most visual scripting tools lets you read the generated code or shader. If you can use visual scripting tools you are already programming, doing the identical with code is just a reverse engineering process.
4:58 About C++ vs C#: Unity uses C++ under the hood. The performance loss of C# is so minimal, nobody should use is as a reason to choose one over the other. It's simply a matter of preference.
Thanks for the insight :)
I would actually phrase this slightly differently: for someone unskilled in programming, they are unlikely to leverage the performance C++ can offer and instead write code that is as-performant as your standard C# implementation.
That also does not regard the issue of memory leaks and the many ways you can invoke UB in C++, as well as the level of complexity. UE4 itself appears to support C++11 (without most of the standard library), which makes me feel a bit conflicted as C++11 marked a major change in the complexity of the language, but introduced a lot of useful features (like lambda expressions). Take a look at the documentation for the TArray constructors. A few questions might arise such as:
1. What is a std::initializer_list?
2. What is this TArray&& type?
3. Which constructor is selected for a given expression? (search "Forrest Gump learns C++")
Each of these questions lead to pages-long discussions and debates that I do not think someone new to programming is prepared to digest. If you are new to programming and want to learn C++, it would be of great benefit to learn a simple, statically-typed language first, so that you can wrap your head around the typing system and the common programming constructs (loops, conditional branching, functions, structures, etc).
Unity converts C# to C++. And there is nothing wrong with their IL2CPP. It's just that MonoBehaviour itself is not performant. Which is the main problem in Unity.
They are busy developing DOTS (Data Oriented Tech Stack) and as the name suggests it is Data Oriented rather than Object Oriented programming.
DOTS goes hand in hand with the C# Job system and Burst.
While DOTS is able to give you the performance you'd want, it sure isn't easy going from object oriented to data oriented. Also DOTS isn't even nearly finished.
Imagine the "made with cryengine" splash screen as the intro of the video.
Conclusion: It doesn’t matter if one is better than the other, The Reason why I chose unity is because of it being diverse, 2d and 3d, multiple devices and etc, It’s not about the engine but the artist.
4:42 Unity actually also runs in C++, its just the thing that you have to code in C#, but that code again gets compiled by the SDK for performance
But still scripting in C++ gives you better performance than scripting in C#.
@@hatemel-kharashy8856 Not necessarily. If you just do a simple loop, or call an object, it will both perform the same. What makes the difference is on memory management. If you are smart about how u call ur objects and allocate memory, it won't be a big deal.
Also Unity uses il2cpp which converts the code to c++.
So really it's just how u write your code that matters the most
@@udyfrost6380 To be honest, I was not aware of the IL2CPP. That's gonna boost the performance for sure as the performance cost comes from the JIT compilation of the Mono backend
I'm using Unity to work in Project Nightmares. We've got some serious photorealistics environment. The interesting thing is that many people thought it was made in Unreal because they believed that Unity could not achieve something like that. The funny thing? we are two guys working on this. It depends on your desire to study and progress.
If it's ok, can you share a screenshot of the game, or the steam page?
Nice work with the lighting. Probably what's tricking people to think it's Unreal. :)
Hope I can join you guys on your great work
But now with Unreal 5 YOU DON'T NEDD TO BAKE!
@@damaomiX we didn't bake anything in Unity.
Interesting, never gave it much thought how artists view the engines, nor did I think it would change much. Thanks for the insight
I just want to re-iterate, while I think Unreal Engine is the best choice for beginners, this isn't written in stone. I've seen plenty of beginners really enjoy Unity, and make some cool stuff with it. At the end of the day its all just software, so focus on what you enjoy and don't let all of these software elitists get to you.
Unreal engine
As a unity user turned unreal user, UNREAL all the way. Once you learn the UNREAL engine you pretty much are SET as an artist, there is no going back (and you wont want to go back either) to anything else other than that. UNREAL has the best REAL TIME graphics, the best visual quality, and NONE of the serious problems that one has to deal with when it comes to unity. IMO it has no competition, and when UNREAL 5 comes out, that is REALLY going to change the game, and film industry forever.
I loved unity, and as an artist have some of the BEST memories from using it, but one must know, and be prepared to do what is BEST for their workflow as an animator, and developer. If the majority of unity users out there KNEW how to use UNREAL they would DEFINITELY be saying the same thing that I am, and feel the same way too. The only people that I know of personally who went BACK to unity after trying UNREAL are those who felt intimidated by it, and didn't bother to really put in the needed time, and effort to fully master it. I learned UNREAL in ONE SINGLE month (November of 2020) after using unity for 2 years. The only reason why I was able to master the BLUEPRINTS is because of PLAYMAKER in UNITY. Once I learned that the concept was exactly the same, going from STATES to STEPS made everything easier to understand. By March I had mastered everything else in the ENGINE, and found that in UNREAL EVERYTHING just works properly.
To any UNITY user out there or someone seduced into using Blenders "Real Time Rendering" engine EEVEE , you owe it to yourself as an artist to get on the UNREAL 4 bandwagon as soon as possible. YOU WONT be disappointed.
I used to think Unity was the easier engine until they changed their input system. As an artist, it felt like such a roundabout way to get the system working and over time, the updates made more and more of the tutorials about it obsolete, so I just can't bother with it anymore.
the would have been great if u had more knowledge of new versions of unity Hdrp in which u no more have to struggle for good graphics and have all the artist friendly tools and effects like shader graph, VFX graph(GPU based particles like Niagra VFX of unreal), volumetric lights, SSS, volumetric clouds, eye shader graph, hair card shader graphs, screen space refractions, reflections, realtime GI and complete water system already added on GitHub and soon will be integrated in the engine and splines are coming soon as well, powerful terrain sculpting tools and can simulate wind, water and more types of erosions and we will get shader graph integration for terrain and tessellation for terrain and new grass placement tools with high performance in new unity versions
@@deankim1236 yes but it will out of the box never perform well, that can often kill the fun as well. Also for a long testing background, unreal for indies feels most of the time like unreal.
Edit: Unreals c++ is a butchered version of what c++ is
answers pretty clear now lol
yeah, fuck unity
I'm guessing the answer is Unreal Engine
For some reason, this video is so calming. Just listening to your voice is almost curing my anxiety though it did not tell me anything new. I use unity and it kinda feels like things change a lot. Something that worked last year fails this year. It's pretty frustrating. But I'm managing. People sometimes switch software because they've grown and have become bigger teams
I don't think I'll ever change though. Unity has been kinda a good friend in a way for me though they are frustrating sometimes if not most times, they will get better I believe
When I was in school I started learning Unity because my main goal was to make games and code and everything. So I thought Unity is bettet for me because it is much simpler and faster to use/set up. And so I used Unity for almost over 4 years now. But since then things have changed. I discovered Art for me and I realized that I love it waaay more than coding and in fact... coding never really hooked me (well there was one time where I was really motivated to get better but that didn't last too long). So I started learning art and improving my art skills and I started designing levels in Unity. But there are some things with Unity that are very annoying for my case (while for others these apsects could be great) such as render pipelines... while they are great and offer graphic programmers the possibility to create their own render pipelines, they have very annoying aspects for me. For example in HDRP you can't simply paint grass on the terrain. You'll either need grass meshes that you paint like trees or you'll need to use assets from the asset store that allow you to simply draw the textures (and those are not free). Like I said, from a perspective of a non coder artist. Of course if I were good enough I could code that myself but yeah... I wasn't interested in that at all. Fast forward, after trying around in both enginges I decided to stick with Unreal engine because for me it's much less headaches to create my environments and there are lots of very good assets in the marketplace with a good quality (that are often free). This doesn't mean that Unity is bad for artists, it's just not the right decision for me personally. So if you like working with it, just do it.
Programming wasn't for you then, Pipe down LUL
unity and game building is too annoying for me but making a game is like finishing a artwork
Well I think now the answer is obvious after all the drama ;-;
For me, I look at this way. Chances are. I'll just learn one or the other and regardless of which one I choose to learn, I'll delve into it learning everything I can about it-so, since I'll immerse myself fully into one platform, I'd rather choose the one that has more potential. Thus far, it sounds like Unreal will offer more in the long run so that would be the one that I'll be choosing. Perhaps it would be nice to know both platforms, but realistically, for me, I might just have time to learn one or the other as well as I can.
Honestly as someone who is just a hobbyist and enjoys playing around in these softwares to learn how games are made and the effort that goes into them, unreal was my personal choice after trying both.
Largely because I just find the UI in unreal to be 100X better before getting into the nitty gritty lol.
me a 2D artist: I don't know what this guy is talking about but it's interesting enough to watch.
same here. I can only do pixel art.
As a software engineer and a something of 3d artist I'd say you should learn both.
It depends on the project goals and engineering resources available which engine to choose. Targeting mobile goes better with Unity but if you have more c++ engineers in your team than c#, it might be better to go with Unreal. Also Unreal is way better for real time multiplayer genres.
For small personal projects there's no difference. The inspiration and desperation from comparation are in parity.
You have to code in both if your project of a large enterprise scale. For small personal or medium the goals could be archived with visual scripting tools (like PlayMaker and there're lot of ways to put your hands on visual scripting in Unity before actually buying the specific asset tool, let's be honest).
*Summarizing, if you plan to work in enterprise company, get middle level proficiency in both Unity and Unreal and then choose one to go deeper with.*
As an enthusiast artist, try Unity first for lowpoly/stylized stuff and then Unreal for middle/realistic picture. I bet you will stay with Unreal
love what you said at the end about taking things personal when you personalise it
For game developers who are begginer-anything right below master level in coding, do Unity. Unity gets you set in the mindset of a game developer, and I've found courses are much more beginner friendly. Once you start making high budget 3D games, go to Unreal.
Examples of popular Unity games:
Pokemon Go
Honkai Impact
Genshin Impact
Gunz Girlz (same devs as honkai and genshin)
Escape from Tarkov
Most VR games
So while 3D works, most games here aren't extremely high poly ultra realistic things and Unity is good for things like VR and mobile devment.
Examples of popular Unreal Engine games:
Fortnite
Deep Rock Galactic
Dauntless
Unreal Tournament
A lot more games based around 3D style you could say.
Wow. I've seen many videos on this subject, none of them have been more helpful than this. Incredibly in-depth and thoughtful. I appreciate it.
As a new programmer, I've only ever worked in Unreal but I have a friend who is very familiar with Unity as it is part of his job to work in it.
When I asked him what he thought between the two engines he told me something along the lines of this.
Unity is seen as easier to use for new people and at first he didn't understand why. After he took some time to learn Unreal, he discovered that Unreal is very picky about coding protocol and etiquette while Unity often bends the rules and course corrects people who may not quite know what they are doing. However both engines are very well made and has their strengths and weaknesses.
So if you're a 'by the books' person then Unreal may be more for you as it wont really let you get away with cutting corners in many cases. However if you prefer a more lax learning experience then Unity may be a better choice for you. Just keep in mind that Unity's more relaxed nature may cause you to pick up on some bad coding habits that may not translate to other projects you may work on.
Keep in mind, this isn't really my opinion but a friend of mine who is much more familiar with coding than I am.
Blueprint is far easier for beginners
Unity is very flexible, very moldable in way that Unreal isn't. This has both good and bad symptoms.
I'm relatively new to game developing but I chose Unity over Unreal because I'm only interested in creating 2D games with SNES-styled graphics, and from everything I've seen, 2D games are easier to make on Unity than on Unreal.
@@giantclaw138 Yes this one i agree as well. Otherwise Unreal. Unity 3d just sucks. But his 2d is good with lots of tools available
@@youtubedeletedmyaccountlma2263 ofcourse NOT
IMO Unity dominates 2D and mobile, while Unreal dominates high end graphics and AAA scale games
AAA games usually use their own engine
@@hvroblox Yeah usually, they dont wanna pay Epic a cut. But when they do use an engine for AAA they usually go for Unreal
@@hvroblox bioshock?
@@justsomeguywithtb2953 ?
@@hvroblox bioshock infinite is a triple A game right? its made with unreal engine
Personally, I don't really care about graphics. My history with gaming has been more focused with the overall gameplay and a well executed story. But this has still cleared up much for me so I can make a well reasoned decision when I start trying my hand at game development. Thanks for the info!
4:40 I might be insane but I could have imagined that both engines were running on C++ with the exception that unity had a wrapper taking your c# scripts and converting them to C++ via IL2CPP.
That's probably the case because I'm fairly certain the physics engine only really works with C++, but beginners aren't going to be finding out how to write C++ for an engine designed to be written in C#
Really wanted to learn Unreal but couldn't get it to work on my laptop unfortunately so I turned to Unity atm. But I'm more than willing to learn both
as someone who has worked as a game dev for around 5 years(working on all sorts of games from 2d indie games with a team of 3 to a huge AAA game with a team of over 50 people) i agree with all of the points you have made except one: unreal engine documentation almost doesnt exist there is less than minimum explanation in their website it took me almost a year to learn it enough to make a simple game there are a lot kismet functions left from unreal 3 which makes it super confusing for beginners and learning a new thing? good luck finding a proper guide that explains everything in one article/video but unity documentation is COMPLETE!!! there are a lot of examples and lots of links to other useful related stuff. community is super friendly and active. i went from an intern to junior developer in 2 months at my first job it wasn't a AAA game but still it was (and is) so simple to learn new things while you develop your game. as an example it took me almost 3 days to learn particle system of ue ( and even now i cant claim i know it all) but it took around 30 minutes to learn unity particle system enough to make my own particles (yes ue is more powerful but unity is easier)
Hi I am interested in virtual reality and mixing (not computer games but business applications). Do you think the direction will be better Unreal or Unity?
My field of work overlaps typical tech artist responsibilities in some way, so for me it's actually both.
Same.
When you encounter an error on Unreal engine you can't find a solution easily. All the answers are outdated and back to 2016. Nearly all the errors you'll encounter (as a beginner) in Unity have an answer and a solution. Because its community is larger (i mean a lot larger) than Unreal's.
I totally agree.
true, and its also using a language that isnt some obscure engine specific one
@@robo1540 neither C# or C++ are obscure or specific to any engine
I actually started out using Unreal. When I encountered problems, finding the right answer (or even the right start) wasn't easy. I was forced to switch to Unity when I found answers there.
From what I heard in the video, it seems that artists really would prefer Unreal because the things they're looking for are built-in. I myself am no artist and my problems had to do with gameplay systems rather than art and I think when it comes to that, Unreal's built-in features that an artist would appreciate aren't of any help.
That hasn't been my experience. I had to dig around a little, but the answers were available. How do you know the Unity community is larger than Unreal's? Where are you getting that from?
Well I have a lot of great things to say about both engines, But UE's "faster shader iteration", "Vast easy documentation" and "begginer friendly" are definitelly not the experience I've had compared to Unity.
I've been using Unity for quite some time as a hobbyist and I'm still astound whenever I see Triple A looking projects from Unreal
Before starting game dev I was confused actually. Unity clearly had a bigger beginner focused community and their documentation is miles ahead of unreal but still, I chose unreal. I had no prior experience in game dev and it's been 7 months and I can say it's worth it. There are udemy courses, youtubers that are enough to fil the void for learning. Yes, sometimes you might have to search more but all the information is there, and The best thing about Unreal is that if you're a student or someone with 0 budget, Epic has you covered. Free high quality assets every month and tons of free assets on the store already. This was not possible on Unity, most assets were paid, even post processing plugin was (which comes free and pre-installed in UE4).
AND
Quixel mixer, Metahuman are free for UE4 devs, so if you're making a highly realistic game, you already have everything you need.
Funny thing, quixel mixer and bridge are MADE with unity XD
@@cybertpax OKAY...? Your point??????
Thx man I did a python course from Udemy which made fall in love with Udemy I too an considering to take either unity or unreal and the fact that you mentioned unreal makes it a little better for me
Cuz I wanna start of as an Indie game developer and then maybe join a team or a full on company which unreal can be helpful for later
Plus I feel unity is mostly for mobile games ( I could be wrong)
Random question did you take the unreal course from gamdev tv which has the lead instructor as Sam Patuzzi?? That's the one I wishlisted and wanna learn
@@adityaanuragi6916 bro should i go with unreal as i want some good control over my own game and i have heard many small devs use unreal
@@cpp705 small devs usually make small games and small games are usually made with unity
And if you want control ue is the go-to however I think ue can take a bit longer to learn but provides more control and can be used to make games in the future with a bigger and bigger team
Plus I haven't started gamedev but I'm a better programmer than I am an asset maker meaning asset is my weakness and ue provides very good ones and pretty realistic looking ones too
I'd suggest ue but I could be biased since I wanna learn ue
I'm an indie game developer (I'm making Dwerve). I've used both engines. Personally I like Unity. There are some HUGE benefits Unity has. Whenever you make a code change the game engine needs to compile the code. Unity would take 3 seconds to compile something that takes Unreal 30 seconds. ( Unity is C#, Unreal is C++) I don't want to spend my time waiting for code to compile! If you are at a studio working you get paid by the hr but if you are an indie dev you have no time to waste on compile times. Also Unity is the #1 game engine used to make mobile games. The reason is because Unity is better for making games faster! So if you are not a AAA studio Unity will be a benefit over Unreal.
It is worth noting that. With Unity you can do cool things on your own. Unreal engine is a complete team software. Even if you are an expert on your own, it takes a long time to come up with something. You need the team. So my advice is Unity first then Unreal Engine
Unity looks easier for indies because there are fewer official tools available, during the game making process you'll find your process becomes slower and slower, because you need to either make your own tools or buy some from the asset store. Unreal has all these available for free.
@@damaomiX exactly what i felt, i started my game on unity last november. I just finished 30% of a small game because I need to work with a lot of different plugins and assets to do basic things that Unity should already provide at this point in its existence. Everything is hard to achieve
Unreal is problem for me because it sucks in my rtx 3050 ti
@@vihaandeo1971 I can not run Unreal 5, the engine always breaks. My config is i7 | 16GB ram | 128 SSD | 1650 GTX
@@matadordeleoes is should work with rtx 3060 ti
4 months later, Unity has improved on their rendering pipelines. It's inevitable that the Unity engine will be able to compete with Unreal on the realism graphics front. They both produce great results.
I like unity but unreal engine just feels better its like the engine works with you and helps you with anything you want
And its almost complete free with the new lisence
@@null6482 unity would be relatively cheaper if you made a really successful game
@@ciixo8510 in unreal engine you will just start to pay 5% AFTER you made 1 million dollars from the game
@@null6482 what?? i thought epic wanted 5% of the total money you get from a game you made with unreal but unity has not royalties but it wants you to pay once you start earning 100K dollars a year
@@null6482 what?? i thought epic wanted 5% of the total money you get from a game you made with unreal but unity has not royalties but it wants you to pay once you start earning 100K dollars a year
2 years later, there is just one correct answer
Godot
@@KeinNiemand Morally yes, but at a technical level it's... it's not even an alternative bruh.
What's important is starting, anything is fine, just start creating.
In the realm of looking for employment in the game industry, do you think it’s a good idea to know how to use BOTH Unity and Unreal or learn the more renowned of the two which seems to be Unreal based on my observation particularly in the realm of environments. If you’re an artist hoping to excel at creating stylized 3D environments, would it be best to learn Unreal or Unity or both?
For that last question. Unreal. Based on your goal, you only need to make things look good while having user friendly tools. And that's Unreal for you. You don't need game engine, to make stylized art.
Looking at your channel, I'd only focus on a 3D app, doing modeling, in unreal/unity is so limited. And the renders that's already equipped in most 3D apps are good enough. These highlight reels of 3D environment, that you are watching, are people who learned 3D apps first. Then... They learned unity/unreal to showcase their art using real time engine.
Never seen such a beautiful, picturesque presentation in a comparison video.
My first experience with Unreal Engine was highlighted entirely on the visual scripting... I hate visual scripting. I always fight some graphical issue, I always fail to interpret how things work. I haven't gone back to Unreal Engine since; but it also for the longest time wasn't the easiest thing for me to get a hold of (Computer limitations). I have been tempted to go back into Unreal again though and give it another chance.
I feel you here, I was using Unity last 3 years, had used Unreal just briefly at first to see the difference but stuck to Unity. I have just went back to Unreal due to too many problems with 2019.3 onwards, but the Unreal Visual scripting is not clicking at all unlike C++ but prefer C# on Unity. I will see how the next few months go, if I can use a combo of C++/Blueprints then great, if not back to Unity and hopefully they have fixed the issues I was having, such a shame 2017 and 2018 up to 2019.2 were great hardly crashed, Unreal I sit for about 5 mins just to get a Material to load, looks like I need 64GB RAM plus this generations CPU to get fast results 🤣, UE5 god only knows the specs you will need for that to be smooth running. Good luck my friend. 👍
@@L1ghtOn3 If you can run UE4 you'll be able to run UE5.
@@AlbertonBeastmaster I will be trying it very soon, looks very realistic, I hope the transition is smooth 👍
Experienced coder here. I've used unity and unreal plenty. In my years of experience, I can say this: Unity is amazing for low-poly games and still having beautiful lighting despite it. However for anything else just go with Unreal. It keeps a better coding environment in general and encourages object oriented principles
unity is not just good for low poly, its good for AAA stylized games and little bit photorealism as well [escape from tarkov]
unity is not just good for low poly, its good for AAA stylized games and little bit photorealism as well [escape from tarkov]
Hi I am interested in virtual reality and mixing (not computer games but business applications). Do you think the direction will be better Unreal or Unity?
Those who argue one software is better than another aka "fan boys" are blinded. I will learn any tool that gets me paid. I just dont care..... to be honest I hate them all. They promise so much but usually, deliver buggy yearly updates. But its my job.... at the moment Im using unity and bolt.
I like this take lmao. I also dislike them both, both have their fair share of bugs and unreliability.
That being said, I am willing to use any of them for a job, and in this case, I don't mind which engine it is.
These both suck ass, Netscape is king.
I agree with this too, if I had the time and knowledge I would make my own engine do that I could configure it how I would want, but I'm still willing to use other engines if it means I can get paid.
3:47 more info of this?
I used unity as an artist for over 15 years and after I moved to unreal I never looked back. To me, it's the best engine I've ever used and I've used pretty much 90% of them. Yes lumberyard is free but it can't touch Unreal.. nothing can if you ask me.
Who even uses lumberyard
Yes lumberyard, the worst engine
I wouldn't mind learning both, in fact I successfully made a 2D platform game in Unity last week following a tutorial project.
As someone who used both, both are great. I am good with C++ but it gets annoying in Unreal as syntax is awful and just does not work all the time. You got to fight Unreal as a programmer but in recent years it's gotten better. Unreal just has better tools overall. The animation and landscape system and tools are far better. The new cloud system is amazing even for stylized games. Particle editor is far better.
Unity has been getting better for art and DOTS for programming looks really promising. It was my first engine(After I used MonoGame and SDL).
Both are great.
My Game Design Principles lecturer claimed to have been a part of the development of UE at some point. Idk how true it was in the end, but considering that they worked freelance, its not impossible. Anyway, the biggest thing we were told was that UE is the easiest to use with no knowledge of coding, and due to it being the piece of technology the lecturer was most familiar with, the rule was we would be taught that and if we wanted to use different software we were welcome to, but there were no guarantees that anyone would be able to help us. (this happened across multiple subjects)
I dabbled in both as someone with 0 experience with programming and graphic design, i found that Unity is a bit more user friendly and out of the box.. for unreal , the first 20 minutes i had to follow tutorial videos on how to even get a scene setup to work on.
wut?! no way you found unity more user friendly than ue4
Wow, that last piece of advice is the icing on the cake, thanks so much man. Good work
Some great points there. Regardless of engine the self identity point is well said.
Thanks for including my project! :D Really cool to see, and good video 👍
(ps. it's Klos not Clos!)
That's the same thing?
Having used both of the engines, I definitely agree with you. I find it easier to use a lot of the features from Unreal, and because Epic Games owns Unreal it has more funding allowing more features to be added. Unity is by no means a bad engine, just slightly more annoying in terms of a 3d modelling pipeline. Good video!
Many Epic's features also have been battle tested with fornite with millions of daily users. Definitely more stable than unity 🙂.
@@kristianutomotobing9719 Good point
Art is just an illusion and the real thing is how you can complete your project.
I had experienced really great while learning the programming with unity.
What I found out: in Unity everything is deprecated and doesn't work in new versions. In Unreal there are less tutorials and free content that can help you understand how things work. But there are big bundles of free stuff just handed to you so you can try and figure it out. Unity is quite small. Unreal is huuuge and for some reason doesn't install by itself. So you get tripped before you make the first step.
Great video. I used this topic for a report for one of my classes and this was great.
The key is to pick one and stick with it.
This. If you're going to make a good game, you'll make a good game in either of the two engines.
I disagree. It’s better to learn both.
I started from unity and liked unreal that doesn't mean any of this two is bad just know which one you are comfortable with, easy and sharp becz it is just a tool which is used by you to make masterpieces .😇
Others: Unity or Unreal?
Me: Haha, GameMaker Studio 2 goes brrrr
For art? :D
@@robrobusa I mean a lot of people arguing about Unity and Unreal literally for any reason and people like me just go bruh moment
@@quae6843 Oh yeah, fair enough :D
@@robrobusa anyway GMS2 is pretty good for 2D visuals.
@@quae6843 GMS2 is so great now. Been using since GM5, and recent standout features for me have been: room inheritance & asset layers.
The 3D is pretty nifty too, ever since they did away with d3d.
What song is at 8:20?
I think I am going to go with Unity as I want the lightweight framework to develop apps for Android tablets and phones.
if you like programming experimenting with stuff
playing around with the code and build systems and tech, I would highly suggest Unity's DOTS (ECS, Burst, etc) and learn high performance C#
Unity is also really good for building your own engine on top of it
if you are a designer and you just wanna design games, drag drop things, paint maps, make terrain have game mechanic, level design etc, I would suggest using Unreal Engine
Great video, only one thing I want to mention. You talked about UE4 is faster because its written in C++ and Unity in C#. This is not true. Unity's scripting language is in C# but the engine itself is also written in C++. Feel free to correct me if I know wrong.
Something else that might be useful is that they have a very different interface. So while UE is great to work with and learning fresh, Unity operates closer to some other 3D programs like Maya. So depending what your background might be in or other programs you're considering that might help as well.
For example as someone coming from Maya for 3D I started with UE but found it almost frustrating and difficult to use because of how simplified and user friendly it is. Unity is more awkward and requires customisation but that means it can be shaped to better match how you want to work, or are used to working. Everything from just navigating around in 3D space to setting up textures and lighting.
If you don't have a good PC, I don't think it's a good idea to use Unreal.
On my laptop, it takes about half an hour to compile all the required shaders every time I add a new object to the scene.
Plus, whenever I have a problem in Unity, I google it up and find something useful. I'm not sure if it's specific to mobile game development, but for Unreal, it takes me a very long time to find a forum that discusses anything similar to what I'm looking for.
Can anyone suggest a good resource for learning Blueprint? While everyone is saying Blueprint is much easier because no coding, even as a coder, I'm having a hard time understanding what are some of the basic functions for Blueprint.
(When I started Unity, Brackeys tutorials helped me. I might need someone like him for unreal.)
Do you have access to Udemy or GameDev courses? They have low cost courses on learning Blueprint. RUclips is also a very good resource for both Unreal and Unity (have been dabbling in both for a while). Also look into Bolt for Unity, as well as RUclips videos using and comparing both, you'll get insight into how those node based editors work in relation to scripting.
ruclips.net/video/8rX0bCtqlRI/видео.html
@@lazarushernandez5827 thanks for the link. I'll take a look.
i like your way of thinking.
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I have used Unty for over 6 years, and Unreal for 3 years. So I can tell that both of the engines are better in their own field....But please note one thing: Graphics hardly matter on the engine. If you think one is better than the other, than see their demo Cinematic shorts made purely out of the engines. You will find each of them much realistic and beautiful than you have ever seen or think of making....
unreal has a simpler UI to me, idk why its complicated to everyone else. in fact i actually found unity too complicated and gave up 3 times without touching a single button because of the way it looks
^ This. exactly this.
@m o t i blueprints are able to do just as good as c++ and are extremely easy to understand and they are fully capable of high quality... also bulkiness is not an excuse judging by the fact somehow people sometimes find it more complicated
@m o t i actually I didn’t say that, I did give up 3 times but then I actually started using but it took a while to understand the up. I actually only did because of UE4, and I said I use blueprints because you talked about c++ which I don’t use.. no bs only bad reading lmao
@m o t i ok
Wow that was not only extremely useful but also so inspiring! Thumbs up to you!
Great video, but c# is much better to beginners, you should have talked about one of the greatest strengths of unity.
Nice video and your final thoughts are on point. Thanks for sharing!
I used both for while and the short answer is :
- If you will develop for Mobile, => Unity Engine
- If you will make 2D games, => Unity for sure
- If you want to make 3D Games => Unreal Engine make it much easier
- If you hate coding and hard time learning C#, => Unreal Engine // Unity have "Bolt" but UE "Blueprint" is decades better
- if you have mid range PC => Unity Engine
- If you have Low potato PC = Godot Engine
- If you want to make triple A game with high graphics => forget about it, but if you insist Unreal engine
Conclusion :
If you have mid range PC and you are solo indie developer who plan to make simple games for mobile or 2D games => Unity
If you want to make a 3D game and you have a strong PC => Unreal Engine 5
If you have a low end potato PC => Godot
Stop watching and go make your game. Your talent is more important than game engine
And also, Unreal, please show some mercy on my graphics card : (
Judging by the Channel name and scrolling through the video,
I assume you're talking about these two engines from an artist stand point of view.
In that aspect I can agree. I personally find both engines to be on par (Unity has easier shaders going on while Unreal is better in the animation part in my opinion).
However from a pure Indie GameDev point of view, where you try to do everything on your own,
Unity will increase your productivity in my opinion, if you're willing to do compromises.
Unreal - especially when talking about multiplayer - has a lot of pitfalls when it comes to netcode.
Replication doesn't always work the way you think it will (You will think it works until you try to connect a mobile handheld for example, where you suddenly run into network problems which will prevent your state from being correctly synced), Shaders take ages to build
and the simplicity of the Unity scripts and components can't really be compared to the complex knowledge you need to have about UObjects, AActor, UPawn etc. Not to mention that I personally feel that I can't create assets that fit into the demands of Unreal.
In my opinion, if you're a beginner and you wanna test a game concept quickly, use Unity, it is easier to get into.
Don't rely on the specific pipeline to much either. If you can model and texture something for Unity, you can still do that for Unreal as well.
If you want to necessarily optimize your productivity for industrial use, yes consider Unreal.
thanks so much for this video..which one requires the least amount of programming?
the reason im asking is i had a go with programming before (not game related) and it went right over my head...also i have a famiy and cant dedicate as much time as i would like to it..cheers to anyone who can advise me
This video takes the uncharitable position that a beginner is incapable of learning, and that learning to do things in unity yourself, instead of having them done for you in unreal, is somehow better. Rather, it's like telling someone that practicing fundamentals don't matter and you should get a better pen. You dig my point?
That's a good point, it seems that unreal wants to increase the quantity of video games by removing details of video game creation process
your explaination is so easy to understand thank you now i know what software should i learn to create my own game
I should note that you can use C++ with Unity as well so performance wise, I don't think it makes a big difference except for edge cases. Oh, and if you're a studio you can request the Unity Engine source code as well in order to modify it.
Use Unity if you're targeting mobile. Consider fortnight is made on unreal, by unreal/epic staff, yet getting decent framerates on mobile is a challenge. Even on low settings. You can optimise the heck out of a mobile game with unity. If you're thinking of making console/pc games, go the unreal route. Not only do you have access to insanely realistic assets, but unreal 5 is set to be a game changer. Just look at the tech demo if you haven't already.
Also, Unity is more forgiving of less powerful hardware than unreal. So if you don't have a powerful desttop to develop with, you might want to consider that.
I've tried years ago coding and I never understood it, to this day I still don't understand it.
I'm using Unreal engine, I like how I don't have to write lines of code as I would of given up.
coding: Do this
you: what?
So learn bolt. Unity best
I love that you showcase New World... It uses Lumbermill (Cryengine)
Nice video! I tried to use Unity for a while for level design and modeling. It was a very frustrating experience, it took too long to get good graphics, the terrain tool was very difficult to work with, several times after an update, I found a scene with those nasty "pink" texture error everywhere, with little or no help for a fix and I have to start over again from scratch. Upgrading a project to the high-fidelity pipeline was a nightmare, because you had to rework every texture from scratch. The lack of features was mind-blowing, leaving you the only option is buy more things and plugins on the asset store to fill the gaps. If you don’t want tiling texture or a better terrain sculpting tool, code it or buy a add-on. Then they drops support for Substance materials, with no to little work around, i haven't been able make that external plugins to work yet, i
quit level design. Last year i give Unreal engine a try for a few days... I am using it daily for a few months now, it amazing! It work out of the box, good fps, no need for extra plugins to get the thing done, no need to write a single line of code, i have been using blender for year, so the node base materials was very easy to grasp. Unreal, offers tones of options and possibility only limited by your creativity, you got a free access to Mega scan library, free monthly triple A quality assets. "Real" full training projects... I am not going back to Unity that sure.
wow. you really helped thank you very much for your time to make this.