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ThePointingMan

Unity Is hatred for unity justified?

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I'm currently going to school for programming, and my 3d graphics teacher absolutely hates unity. He complains about how he can always tell when a game was made with unity because the load times will be huge for small things and he will think to himself, "That shouldn't have taken that long." Another complaint of his is that it does everything for you and thus leads to incredibly generic games. I rather like unity, as it allows me to wip up a game fairly quickly without having to worry about first making a framework, but I must admit hearing his hate for it does spark a bit of fear in me, in the long run if my productions do get bigger, despite unity's ease of use, will it harm my product in the end, or is that entirely dependent on the user? If my fundamentals of coding are strong enough does it's easy workflow still come with a price or is it just as efficient as any other engine or is my teachers hate for unity justified?

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He does have a point about the initial loading time, even for small scenes. A lot of companies create their own scene exporters in order to create their own loading pipeline.

 

The type of games made in Unity is often a simple physics based platformer. This is because Unity is an amazing tool for creating that kind of games, but no. Just because Unity is inviting (and to some extend does all the work for you) to make that kind of games it doesn't mean you have to create the game like that. A "mistake" a lot of people do is to make their games too physics based, because it is so easy. So to some extend I understands what he is saying, but there are tons of games not like that.

 

No I don't think his hate for Unity is justifiable. If you care about tech then maybe yes, but if you care about games then no.

 

Related: http://blogs.unity3d.com/2012/04/01/semantic-game-builder-interface-to-be-integrated-into-unity/

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He does have a point about the initial loading time, even for small scenes. A lot of companies create their own scene exporters in order to create their own loading pipeline.

 

The type of games made in Unity is often a simple physics based platformer. This is because Unity is an amazing tool for creating that kind of games, but no. Just because Unity is inviting (and to some extend does all the work for you) to make that kind of games it doesn't mean you have to create the game like that. A "mistake" a lot of people do is to make their games too physics based, because it is so easy. So to some extend I understands what he is saying, but there are tons of games not like that.

 

No I don't think his hate for Unity is justifiable. If you care about tech then maybe yes, but if you care about games then no.

 

Related: http://blogs.unity3d.com/2012/04/01/semantic-game-builder-interface-to-be-integrated-into-unity/

 

Are people actually using the built in editor and scene system for anything beyond prototyping or small games ?

For pretty much any reasonably large project you'll be far more productive with a more specialized system.

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Saying Unity is slow is for most non-bad designed games ****shit.


I'm trying (and failing) to figure out what you censored with **** that was so bad you had to nix it.

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Parts of Unity are incredibly frustrating. Serialization is poorly documented and is inconsistently implemented, the GUI sucks, and the editor can get out of hand quickly with large projects.

 

However, It is rather strange that your game dev teacher is talking about unity from the perspective of a player when your teacher is a developer yes?

Also, before GDC with UE4 and CryEngine, consider what options you had before unity? They were far and few between, and Unity sure beats writing your OWN engine.

 

Now of course this could limit you if your game doesn't fit well with what Unity provides. There is a statement that is made often on these forums "Make games, not engines". products like unity exist so that small teams or possibly 1 person that works their ass off can actually make a decent 3d game.

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The only problem I have with Unity is actually in mono - the AOT compiler for iOS is utter shit when you're trying to do anything interesting with generic interfaces (like, you know, IEnumerable<T>).  I don't see any possible excuse for why they can't just use runtime type info like .Net does.

 

Other than that and their crappy documentation, Unity is the best experience I've had in my entire professional game development career.

Edited by Nypyren

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