Re:Unity plan pricing and packaging updates
by AuryGlenz on Tuesday September 12, 2023 @10:45PM
(#37491607)
C# being the deciding factor an incredibly common refrain in game development "what engine do you/should I use?"
Whether or not it's justified is another manner. I haven't personally dealt with the modern Unreal Engine but natively supporting C# would, at the very least, make people a lot more likely to switch over.
Re:Unity plan pricing and packaging updates
by Kapura on Wednesday September 13, 2023 @01:53PM
(#37499519)
I think if you used the modern Unreal Engine you would change your tune.
Re:Unity plan pricing and packaging updates
by Aerroon on Wednesday September 13, 2023 @07:33AM
(#37495340)
I was surprised that Unreal Engine didn't just translate Blueprint directly into C++ code. They already have a text-based version of Blueprint. You can see it when you copy a blueprint graph and paste it into a text file (or at least you could when UE4 launched).
But most of my issues have been with engine philosophy, where Unreal has bent over backwards to expose things to their visual scripting language. It feels like every single feature has a mandate to work in a blueprint tech demo, and as a result few of them are pleasant to code against and almost none of them work together coherently. These are not issues that depend on the language used.