Unity’s terrain system is a toy compared to Unreal, but that also means it’s easier to hack around in. I’d recommend this basic course for an intro to it:
https://www.udemy.com/course/procedural-terrain-generation-w...
Unity’s terrain system is a toy compared to Unreal, but that also means it’s easier to hack around in. I’d recommend this basic course for an intro to it:
https://www.udemy.com/course/procedural-terrain-generation-w...
Unity doesn't have as much built in, but the asset store is miles ahead of Unreal's. You can build almost any game you can imagine ( within reason, MMOs are hard) fairly quickly. I am biased since I find C# to be much much easier than C++ and I don't like visual scripting.
The asset store can be great in general, but it’s rare I’ve used an asset that I didn’t have to modify heavily. I don’t mind that, but code quality varies greatly and sometimes you end up in a spot where you have to go write your own solution anyways for a production project. Art resources are also great for a prototype, but if you want a unique look and feel you’ll still end up needing significant art investment. There’s no free lunch.
All that said, I’d quit gamedev before working in Unreal. It’s great for an artist or a designer, but it’s hell on earth for an engineer. C++ and blueprint spaghetti, no thanks. I can’t tell you how many Unreal devs I’ve interviewed who have expressed this exact sentiment.
Exactly.
I enjoy writing my own small tools and slightly modifying some assets. I do hate that much of my current game is a black box since I don't know exactly how the asset actually works.
But I have fun working with Unity, Unreal always felt very hostile for some reason. Still can't get the C++ complier to work.