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by omershapira 899 days ago
To those who use Unity currently:

• Has the engine improved in any capacity in the past 5 years for your usecase? (IL2CPP is the only example that comes to mind)

• Are workflows faster or more reliable?

• Has any AI tool become available for your projects? Weta Digital tools?

• Have you benefitted in any way from the company's efforts to penetrate the AAA market? I'm talking about DOTS and HDRP primarily.

4 comments

1) Nested prefabs and newer C# versions was great, everything else has been a wash.

2) Hell no. It's slower to start, slower to import, slower to compile.

3) Nope, and our artists would (rightfully) quit on the spot.

4) Nope. DOTS doesn't really cover our case, and their rendering solutions are needlessly fragmented. Actually, everything is needlessly fragmented: unity versions, adding a package manager, deprecating their network stack without a replacement, it's just a mess.

The package manager is actually good. Way better than the previous zips renamed as .unitypackage, anyway.
It was finally getting more stable once nested refabs landed.

The *RP stuff added an official shader graph which stopped artists from asking for half a dozen different shader stacks/plugins.

Build and asset bundle stuff is about the same but with the standard addressables library making things a bit more consistent.

My cynical take on DOTS is that because it consumed all the marketing driven feature requests and was such a mess they moved it out of LTS unity. This let LTS Unity become a lot more stable than in the past.

>The *RP stuff added an official shader graph which stopped artists from asking for half a dozen different shader stacks/plugins.

I guess that's one silver lining to the result of having 3-4 different graphics stacks to choose from . I understand it from an engineering perspective (Mobile is a completely different problem space. It can't "just switch to HDRP", and you really shouldn't do that that far into production), but it definitely feels like they underestimated how important migration would be for developers given how lauded Unity is for prototyping.

>My cynical take on DOTS is that because it consumed all the marketing driven feature requests and was such a mess they moved it out of LTS unity.

DOTS was tackling a very hard problem and got stuck between how they wanted to market it. And they were way too pre-emptive in promising what it could do. It should have never been advertised as ready for production but that's the vibe they gave.

It's a shame because the tech truly does feel magical for games with proper data structuring. Burst advertised 10x increases in (CPU) performance and I've heard of increases as high as 25x in the best cases. But 10x for "just flipping a switch" with Burst before interacting with the ECS and Jobs gave so much promise to what it could do to help with game performance.

1. I would say probably better C# support? The Phone Simulator and Play Mode Options are nice too. But other than that most of the improvements come from 3rd party libraries.

2. No, it seems to be getting slower.

3. No. Any AI tools that I use are external, such as Copilot, MidJourney and ChatGPT.

4. No, I'm working on mobile, and DOTS is still really disconnected from the rest of the ecosystem.

Yes, no, no, yes HDRP is fine