[–] [deleted] ago
[–] nougat_hater [S] 0 points 1 point 1 point (+1|-0) ago
they had their own spinoff so im assuming unity compiles it down or something. They wouldnt use raw c#, but maybe some msil hybrid? If not, than c# would definitely see some speed drawbacks. I remember they used their own flavor at one point
[–] the_old_ones 1 point -1 points 0 points (+0|-1) ago (edited ago)
i pick unity over unreal because of one difference
unreal is limited in its level size in that you must define the size IE good for high-end things in a tight, indoor, controlled environment
unity though in my opinion is better because it has a boundless level with no end, IE much better for things like sandboxes, large levels, or projects where you cant predict the full size just yet. its features might be cruder but they just take a bit more elbow grease and know-how to make perfect
[–] nougat_hater [S] ago
Hmm, part of me wonders if i can import megascans into unity. I ran into shader issues with unity making my level look crappy and unreal has better complex shader support. May relook into this
[–] the_old_ones 1 point -1 points 0 points (+0|-1) ago (edited ago)
Hmm, part of me wonders if i can import megascans into unity.
unity lets you get up to a 30,000+ unit distance in all directions, so 60,000+ X 60,000+ X 60,000+ of workspace.
will it fit? probably, yes.
the only limit i've found is the maximum recommended distance coordinates above a certain amount literally overloads the system from the size of the number
[–] ShowerRod ago (edited ago)
If.you go with unreal, use blueprints to try things out, try to build and generate an executable outside of the editor. Switch over to c++ when your confident in your design. Running will give your better performance as you game develops, too much blueprints eventually will slow the game down. Usually you will not notice this until you have lots of blueprint code.