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by gentleman11
2187 days ago
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It’s hard to write a unity game where there aren’t large frame time spikes periodically. This is even in scenes where there is almost no code running, just from turning the camera too quickly. In unreal, I haven’t encountered the same issue. So, for some scenes, the frame time averages might make unity look pretty good, but then it just has a these massive drops (sometimes over a half second), again, with almost no scripting running. Maybe I am just being petty. I am mostly just mad about unity revoking asset store usage rights post-purchase as a cash grab (before feb your freelancers could use your assets - now you need to buy them additional licenses for each) |
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I know .NET's GC is supposed to be pretty good, but Unity is still using the Mono implementation, right?
I can barely stand C++, but I'll put up with it to avoid long GC pauses or dynamic typing. (JS)