If you’re using the Electra player within Unreal Engine, I assume you’re already transcoding your videos using ffmpeg… because if you’re not, then you’re not getting very far at all as the Electra player supports a disappointing number of formats. Unfortunately, Unreal 5.4 crashes on videos that 5.3 played without issues…. and it unsurprisingly was driving me NUTS….
Continue reading “How to Fix “unexpected color primaries value” in Unreal 5.4″10 Reasons NOT to use Unity as your game engine
Unity3D has undoubtedly been a popular game engine choice for many developers, especially indie developers, due to its ease of use, cross-platform capabilities, and extensive asset store. However, like any software, it has its drawbacks that may make it less suitable for certain projects or teams. In this blog post, we’ll delve into the ten worst aspects of Unity3D, shedding light on some of the frustrations and limitations that users may encounter.
- Import, reimport, reimport, reimport, reimport: One of the most frustrating aspects of Unity is the constant need to reimport assets. Whether it’s textures, models, or scripts, making changes often requires multiple reimports, leading to inefficiencies and delays in the development process.
- Way behind Unreal on critical technology (Nanites): Unity has been criticized for being slower to adopt cutting-edge technologies, such as Unreal Engine’s Nanite virtualized geometry, which allows for incredibly detailed environments without performance loss. This can be a significant disadvantage for developers looking to create visually stunning and optimized games.
- Fragmented feature sets among different render pipelines: Unity’s three main render pipelines – Built-in Render Pipeline (BRP), Universal Render Pipeline (URP), and High Definition Render Pipeline (HDRP) – have fragmented feature sets. This creates confusion for developers who may need to switch pipelines or encounter limitations that hinder their vision.
- Fragmented documentation among different render pipelines AND different versions: Documentation in Unity can be a mixed bag, particularly when it comes to render pipelines and different Unity versions. Often, documentation can be outdated, incomplete, or confusing, making it challenging for developers to find accurate information and troubleshoot problems effectively.
- Platform inconsistencies: Developers often face issues where features that work flawlessly in the Unity editor do not function as expected on the target platform. Even for popular platforms like Windows, problems may persist, such as struggles with HDRP Area lights that fail to work correctly.
- Integration with popular modeling software is never seamless (Blender): Integrating Unity with popular 3D modeling software like Blender can be a cumbersome process. Issues with importing, exporting, and maintaining proper object hierarchies can lead to time-consuming workarounds and hinder a smooth development pipeline.
- Team Development is hard (Meta files, scene merges): Unity relies on meta files to store crucial information about assets, which can create conflicts during team development. Merging scenes and handling version control can be difficult and error-prone, leading to wasted time and effort.
- Long compile times: Even for relatively simple projects, Unity’s compile times can become painfully long, causing productivity setbacks and frustrations for developers who need rapid iteration.
- Long bake times that often don’t even work: The baking process in Unity, used for pre-calculating lighting, can be time-consuming, and sometimes the results may not be as expected. Frequent issues with lighting artifacts and discrepancies may arise, adding to the frustration during development.
- Expensive, yet updates aren’t coming fast enough: Unity’s pricing structure may not be as budget-friendly for small indie developers. However, some users argue that despite the cost, the engine’s updates and improvements often lag behind expectations, making it difficult for developers to stay up-to-date with the latest technologies and features.
While Unity3D remains a popular choice for many game developers, it’s essential to acknowledge its limitations and drawbacks. From the frustrating import process and fragmented documentation to platform inconsistencies and long compile times, Unity has its fair share of issues that can hinder development productivity. Despite these downsides, it’s essential to remember that no game engine is perfect, and developers must carefully evaluate their project requirements and team capabilities before choosing the best engine for their game development journey.
Viable Caustics Solution For Cycles Raytracer that you can TEST RIGHT NOW in Blender 3.1
I love raytracing. It is one of the most fabulous and fascinating things a powerful computer can do… and raytracing keeps on getting better and better. However, one of the biggest limitations of Blender’s Default Raytracer, “Cycles”, has always been its lack of caustics tracing capabilities. I assume that if you clicked on the title of this blog, you already know what caustics are so I’ll waste little time describing them. Caustics are the fun ways that light bends through refractive objects causing light rays to change direction. The most commonly recognizable example of this in the real world is easily how sunlight bends off the waves of a swimming pool. To achieve this effect in the Cycles renderer, usually required cumbersome tricks… but not anymore.
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