Should I learn Unity or Unreal first?

Updated on educate 2024-04-23
5 answers
  1. Anonymous users2024-02-08

    Learning VR is also about programming, and Unity and Unreal are just two pieces of software for programming.

    There is no conflict in learning, and the perfect classroom wishes you success.

  2. Anonymous users2024-02-07

    It's all for developing games.,Unity compatibility is particularly good.,Anything can be accessed.,But there's a big drawback.,It's more suitable for some mobile games.、Stand-alone or something and other games that don't really need performance.,Relatively large PC games can't get it.。 Unreal is pretty popular right now, and everything is ok...

  3. Anonymous users2024-02-06

    If you want to learn systematically, you can consider signing up for a live online class, and recommend CGWANG's online class. The teacher speaks carefully, you can watch it back after the class, and there are also the same type of recorded classes that you can learn for free (give away lifelong VIP).

  4. Anonymous users2024-02-05

    In general, the core engines of VR game development are U3D and UE4, two game development engine tools that basically support VR game production. At present, Unity is still the engine with the highest market share in the mobile game market, and more than ninety percent of Gear VR games are developed using the Unity engine. The UE4 is more suitable for large teams and large productions, and mainly tends to be on the PC platform.

    Here's a comparison of the pros and cons of the two:

    Unity's Advantage:

    Lightweight, easy to install, debug and package.

    Configuring a VR project is easy.

    The learning cost is low and the documentation is perfect.

    Low development costs.

    UI system. It is easy to debug on PS4, and there are batch files that can be run with one click.

    asset store

    Some demos under VR are provided for reference.

    Disadvantages of Unity:

    The built-in tools are not perfect.

    Poor rendering, terrible lighting system, shadow bake bugs, can only barely reach the entry level of 2A games.

    For the controller support is poor, some function engines such as controller vibration and VR controller spatial positioning are not integrated, and third-party plug-ins or additional** are required.

    There is no texturer, and third-party plugins are required.

    Prefab does not support inheritance.

    There is no built-in Level Stream support.

    Unreal Advantages:

    The graphics are fully up to the level of a triple-A game.

    Lighting and physical rendering are enough to kill Unity, even at scale-down

    Blueprint system, no need to write ** for planning from now on.

    Powerful texturer.

    All kinds of official plug-ins are complete.

    Good support for controllers and VR controllers.

    A variety of game templates are available for prototyping and blueprint, even faster than Unity.

    Disadvantages of Unreal:

    If you want to develop a PS4 game, you need to recompile the engine, 12-core server, and 24 threads to compile about 20-30 minutes.

    If the engine needs to be recompiled, it will take at least an hour to pull **.

    It takes more than 10 minutes to compile to create a new project.

    If you switch platforms, you have to compile thousands to tens of thousands of shaders

    PS4 is inconvenient to deploy, and packaging and compilation are also very long.

    The learning cost is high, and each sub-module is powerful but complex to operate.

    Some features don't have any documentation, and the documentation for existing features is also not as complete as Unity

    The development cost is high, and a domestic 3A team made a 10-minute VR demo, which is said to have burned more than 10 million.

    The UI Designer is very difficult to use.

    Some of the best practices under VR are similarly lacking in documentation and examples.

  5. Anonymous users2024-02-04

    It depends on the type of game you're developing and the technology you're using in the game.

    Using both Unity and UE4, this shows that the goal of the game product is to make a large-scale 3D game, and if the 3D game contains too many objects in the scene, the amount of calculation of Shader will become very large, and the amount of physical collision calculation will also become large, the former consumes GPU, and the latter consumes CPU, which causes the machine to become very "hot" during development.

    Therefore, if necessary, it is necessary to optimize the objects and scenes in the 3D game, and the typical way is to replace the real GameObject with a GIZMO (available in Unity, but not familiar with UE4), optimize the polygon number of the model, integrate textures, and use various LOD techniques (such as Billboard technology).

    If you really can't run the scene, then you can only increase the memory (because the easiest thing to replace in a laptop is only the memory module).

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I think it's based on your own interests, you say no.

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