hendersonhank
Member
Worst thing about this thread is how many people are saying "weary of it" when they mean "wary of it".
Unitys webGL works very well, but you need to manually enable WebGL 2.0 in chrome - chrome://flags/ - to "enabled" rather than "default"
e:
no
The invisible part of this scenario is that had these same developers made this same game in their own unique engine, it's very possible that it would run worse than it does in Unity on top of being a different and probably further cut back game due to the additional effort.
Ori is not technically basic.Both these games are technically very basic just has a good strong artstyle on top to hide that
Cautious/uncertain (wary) or tired/exasperated (weary)?I personally don't hate it, but I am weary about it, same way I'm weary about idTech games running on my AMD gpu.
Worst thing about this thread is how many people are saying "weary of it" when they mean "wary of it".
Could you name some well known games that fit your run like complete shit despite not even remotely demanding? If its been proven time and time again, there should be a ton of examples, right? I can think of one offhand, Super Bomberman R, a game made with a rushed schedule by a developer new to Unity development.I recall Durante making a significantly better version of this thread awhile back that I agreed with. The concept behind your thread is dumb though. Games made in Unity for platforms other than mobile have proven time and time again to run like complete shit despite looking not even remotely demanding. We have every right to be skeptical of games made with that engine.
They fixed that in Unity 2017.1, ForEach no longer allocates memory each iteration.Avoid foreach during game time. Use a standard for loop instead.
So, legit question, why do like 90 percent of Unity games not offer this option? The fact that so many only allow borderless keeps many from being downsampled.
Can count on one hand the amount of Unity games that actually offer that option or have a way to downsample that is not an incredible pain in the ass. The first notable one I can recall was ReCore, which is possibly the best Unity game as far technical prowess among more "big budget' affairs.
Same reason there's a small batch of games that look and run really well in Unity. It's too easy for indie devs to approach, allowing for inexperienced devs to make and release something.So, legit question, why do like 90 percent of Unity games not offer this option? The fact that so many only allow borderless keeps many from being downsampled.
Can count on one hand the amount of Unity games that actually offer that option or have a way to downsample that is not an incredible pain in the ass. The first notable one I can recall was ReCore, which is possibly the best Unity game as far technical prowess among more "big budget' affairs, at least on PC. It has a lot of issues on Xbox, from what I recall.
Err... What's wrong with using Unreal for a small game?The Unity hate is really stupid.
Both in consoles and PC there has been some games with bad performance, like in most other major engines.
But there are similar Unity games on these platforms with great perfomance, which means that in this case the bad performance is caused by lack of optimization in the dev's side, due to most likely lack of time (pretty common) or skills.
Unity may not be the best choice to make the next big GTA or Uncharted, in the same way that Unreal engine may not the best choice for a small game, or when developed by newcomers. But in any case, it's ok if they choose these engines.
So, legit question, why do like 90 percent of Unity games not offer this option? The fact that so many only allow borderless keeps many from being downsampled.
Can count on one hand the amount of Unity games that actually offer that option or have a way to downsample that is not an incredible pain in the ass. The first notable one I can recall was ReCore, which is possibly the best Unity game as far technical prowess among more "big budget' affairs, at least on PC. It has a lot of issues on Xbox, from what I recall.
Yet to play a console game that runs on Untiy that isnt kinda of a mess or so basic it could run on a PSP.
The engine earned its shitty reputation. It should earn peoples trust too.
Hyperlight Drifter
Hyperlight Drifter
I have developed for both, and made/sold assets for both.
UE4 blows unity out of the water. There really is no comparison. Not sure why anyone would use unity other than c# and ue4's blueprint is even easier than it.
my point was we don't blame Panavision or Nagra for bad movies. even though they're popular tools.
I didn't know that. Thanks for the explanation. Just coming from a .NET 4.5+ background and doing things in unity makes me miss a lot of new language features. There's something to be said about improving developer efficiency but for me that post was really just a personal gripe lol.
Avoid foreach during game time. Use a standard for loop instead.
I don't agree with threads saying the we should stop criticizing X. We can respect something and criticize at the same time.
5% royalty on gross product revenue after the first $3,000 per game per calendar quarter isn't so terrible. They're not exactly going to be making bank off you unless you're doing pretty well.- licensing engine terms (!!)
Unreal has one of those. It runs through the Epic launcher.- asset store
Moot point unless you're talking to a super hardcore Unity-and-C#-and-nothing-else developer, plus having graph-based scripting in the form of Blueprint makes it really easy to get a handle on how the engine works without immediately delving into C++.- familiarity
Nice! I wonder if that and the foreach fix are related. I remember hearing that foreach was slow in Unity but I thought foreach and for loops were benchmark comparable in more current versions of .NET. Anyway not sure if we'll get to use the new Unity where I'm working but that's good to hear.You can use .NET 4.5 and C#6 in Unity 2017.1 now
Some might not make good use of the engine, but there are plenty of others that can still make it work.
Here is a list of recent titles built on unity that run great and are generally considered good games.
Night in the wood
her story
Clustertruck
Don't blame the engine, blame the devs - it's up to them to ensure their project runs correctly on any given platform, the engine is simply a base to speed production.
Worst thing about this thread is how many people are saying "weary of it" when they mean "wary of it".
Neither of those games are technically basic.Both these games are technically very basic just has a good strong artstyle on top to hide that
So, legit question, why do like 90 percent of Unity games not offer this option? The fact that so many only allow borderless keeps many from being downsampled.
Can count on one hand the amount of Unity games that actually offer that option or have a way to downsample that is not an incredible pain in the ass. The first notable one I can recall was ReCore, which is possibly the best Unity game as far technical prowess among more "big budget' affairs, at least on PC. It has a lot of issues on Xbox, from what I recall.
I think that's made with GameMaker
I was just looking at this after people here mentioned that Unity 2017.1 supports .NET 4.5. Apparently they're on Mono 4.8 and are working to get Mono 5.0 working. At least from what I got out of a forum thread lol.When are they gonna do something for their outdated Mono fork?
memory management is the single hardest thing about real-time game developmentI've been developing on Unity for a good year now and the garbage collection actively pisses me off.
That boat sailed years ago.And garbage collection in a video game? FFS
Still runs like shit in single player mode, and the lack of graphical complexity gives it zero excuse to run as badly as it does.Didnt Super Bomberman R get a 60fps patch?