Comment by chrisweekly
2 months ago
> "Unity has a ton of features that even Godot lacks. (Unreal also has a ton of features they all lack)."
Hard to interpret w/out more detailed comparison but stack-ranking their featurefulness, is it Unreal, Unity, Godot?
Unity can't really be said to have less or more features than Unreal IMO. Each has features lacked by the other, and neither lacks anything really major. But if I had to pick one for being the most featureful, I'd pick Unreal. Unreal has a built-in visual programming language* and some very advanced rendering tech you might have heard about. Unity has tons of features for 2D games lacking in Unreal and supports WebGL as a build target.
(Though imo unity is the better engine. Unreal has so many bugs and so much jank that to make a real game with it you basically need a large enough team that you can have a dedicated unreal-bug-fixer employee.)
*Technically Unity has a visual scripting language too but IIUC it's tacked on and I've never heard of anyone actually using it.
Speaking of bugs, I remember the last time I thought maybe I'd try making a simple game in Unity I gave up when I couldn't stop clipping through walls.
The collision was clearly working, just some n% of the time you'd end up on the wrong side of the clean flat rectangle you were walking into.
I lost interest pretty soon after that.
That's not a bug just an inherent problem with using very thin colliders with a discrete collision detection system. It's not a Unity problem and Unity allows you to configure continuous collision detection to prevent tunneling https://docs.unity3d.com/6000.3/Documentation/Manual/Continu...
Game development is full of domain knowledge like this because games need to make compromises ensure completing simulation updates at no lower than 30Hz.
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I'd say Unreal > Unity > Godot for feature space.
For performance/practicality, it's Unity > Godot > Unreal. Building something in Unreal that simply runs with ultra low frame latency is possible, but the way the ecosystem is structured you will be permanently burdened by things like temporal anti-aliasing way before you find your bearings. Unreal and Unity are at odds on MSAA support (Unity has it, Unreal doesn't). MSAA can be king if you have an art team with game dev knowledge from 10+ years ago. Unreal is basically TAA or bust.