Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Unity is a pretty competent engine if you know how it works, but because of that license plan most of the good games made with it don't reveal the fact that they are using Unity while many hobbyists who don't even care to pay for a pro version are required to do that.
As long as that bad reputation Unity has acquired that way was quite groundless, I don't think the developers at Deck Nine should care as long as their game looks good.
Steam is flooded with very, very bad Unity sludge.
Another reason for Unity's bad name is because of the fact that you don't need to know any real programming to make something with Unity as everything, including scripts, can be bought from the Unity store or just torrented from your favorite torrent-site.
No, bad name Unity earned by bad programming of core of engine. Unity has great editor which is easy to use and which is developer friendly, and this is the reason it became popular - but unity has anti-customer friendly rotten core and stupid choice to use .net which is almost like virtual machine, like JAVA. And you know that VM code is slower than native, also Unity is source less.
I think since UE4 copied everything good that was about unity, there is no reason to use unity anymore, as UE4 is much better in its core and its editor is now even better than unity, and they used similar model of assets store, plugins etc, so Unity is not absolete.
This mumbo-jumbo about 3 and half russian games made by students who love memes and imageboards has nothing to do with unity bad reputation. Its reputation was bad when nobody in russian was aware of it and when it was used for many smarphone games and very slow PC games with poor graphics.
And virtual machine languages are pretty fast these days, and it's been so for quite a while. The only problem is garbage collection overhead, but it can be optimized by careful programming as is proven by the existence of number of quality games that are written in such languages.
Careful programing is not about majority of Unity devs, and say what you will, but native code will always execute faster, as it does not require run-time "translation" of bytecode into machinecode. Also until unity will provide full source code to everyone, there never will be any real good optimization.
And do you know that virtual machine languages or even script languages are ones that are most frequently used to process large quantity of data these days? It's because performance in software should always be discussed in a context, and for the most part the difference between execution speed of native and virtual machine code does not justify the productivity/maintainability gain the latter provides.
Provided people take proper care to avoid excessive object creation and allocation in games, it's pretty rare to see a bottleneck to reside in a managed code that runs on VM.
There's a drawback to highly accessible professional-grade tools though, and that drawback has Unity written allover it.
https://www.escapefromtarkov.com/
On closed systems like the consoles, it's much easier to come up with air-tight code. Like the good old z80 and Risk-chip days.