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Comment by wokwokwok

It’s not as bad as you imagine.

Here are some of my experiences regarding swapping to unreal:

- the c++ gameplay framework is very friendly. It’s GC, with good high level wrappers that provide stuff like options, maps, classes (ie. Reflection).

- The unreal discord c++ channel is full of people who will actually answer your questions, it’s brilliant.

- Every high level blueprint function is a c++ function. I cannot express how powerful it is to be able to step into the source of like “MoveToPoint” or “Whatever” and see exactly how it was implemented in c++.

- You should use blueprints. It’s like python glue for machine learning; write in c++, but when you need to twiddle an animation curve, or lay out a state machine, it’s pretty good. If you’re working with an art team, they can actually make gameplay changes. It’s very productive.

- Plug-ins are a first party construct; you should use plugins to build reusable content. They’re not quite as good as the unity package manager, but it’s rock solid foundational stuff.

- The compile times are not often an issue; I use the incremental unity builds (it’s a source file aggregation thing, why they called it unity I have no idea) and it takes like what 15 seconds to build a plug-in? Launching the editor is slow 30 seconds?) though.

It’s not all good; it has bugs. Sometimes the editor just goes into crazy mode and needs a restart. When you mess up, it crashes with a segfault.

C++ is just less productive; but I’m using the unreal for rider EAP and it’s pretty good.

So… I miss c#; but overall I would rate my experience as pretty good, and since my experience with DOTS in unity has been, shall we say, 100% negative…

Give it a try. :)

parent wokwokwok 4 years ago

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