Why do all games made with Unity run like shit?

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Devs at fault. We did some tests, reducing draw calls, removing bloat and writing code efficiently. Got at least 1k+ FPS(yes, 1000+) on a normal game scene with player behaviour an environment. Unity is very accessible, unlike Unreal Engine. Especially Unity's documentation. That may be why you get so many amateur games on Unity. Since the sample sizes are so different, it may seem that Unity games are worse, but that isn't the case. i.e, not enough amateur Unreal games, so you don't see non-performant games in Unreal often.

ECS or default component shit?

They don't. Unity has some faults but most complaints are coming from console players. It's not unity's fault that both consoles use outdated mobile CPU.

Unturned v.4 is being developed on the Unreal engine, despite versions 1-3 being developed on Unity.

Package solution.
Unreal has much worse performance and latency out of the box, though.

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It's not, it's mostly on how you use it, Unity is really easy to access so every single beginner shows up and try to make something out of it without understanding anything beyond the basics.
Also it effectively doesn't help Unity case that their name is so shit, people are willing to pay to hide their splashscreen.

4000 poly models and pointlessly complex shaders. I just turn shading off.

What's a good 2D engine? I want to make a small fighting game to practice.
Or should I just stick with Unity?

We used our own interface-based components. Ditched the standard rendering pipeline. Reduced draw calls as much as we could. Honestly, draw calls are one of the biggest culprit as far as graphics go. Reduce them and you'll get 200 or so more FPS, easily.

what are draw calls, update() fixedupdate and all that monobehavior crap?

float Q_rsqrt( float number )
{
long i;
float x2, y;
const float threehalfs = 1.5F;

x2 = number * 0.5F;
y = number;
i = * ( long * ) &y; // evil floating point bit level hacking
i = 0x5f3759df - ( i >> 1 ); // what the fuck?
y = * ( float * ) &i;
y = y * ( threehalfs - ( x2 * y * y ) ); // 1st iteration
// y = y * ( threehalfs - ( x2 * y * y ) ); // 2nd iteration, this can be removed

return y;
}

Unity's fine, but you should make sure to use your own collision detection and don't rely on Rigidbodies.

>We did some tests
WHO THE FUCK IS WE?!

not you lmao

Okay, thanks!

They dont tho.

Is that rigidbody in general, I'm making my own "engine" (though i suppose if its just for one game its not really an engine) and I was thinking of using an existing rigidbody library for handling the physics and stuff

Godot is basic and extremely light. Fun for a practice game like that.

void Update()
{
PUT WHOLE FUCKING GAME LOGIC HERE
}

What I'm if too much of a mathlet to do collision on my own?

Better put a nearly infinite While loop in it!

Well... yeah. Everything you want to happen between frames.

Furi, Hollow Knight, and Cuphead don't run like shit. Old meme is long dead, mong.

Dunno, it's just that Unity's rigidbodies are a bit wonky sometimes.

You follow a tutorial, like I did.

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Draw Calls are related to the GPU, with CPU being the bottleneck in this this case. I don't want to go into the details, but I hope you can Google. Check out on "instancing" and "batching". These should be good starting points. Also, it's not a Unity specific feature. Most modern renderers have these concepts, albeit they might handle them differently. It's good to know how GPUs and engines handle data.

>Dunno, it's just that Unity's rigidbodies are a bit wonky sometimes.
They also seem pretty barren, it's nice to some degree but at the same time it also means that any object moving a bit too fast while simply ignore everything and you have to check collisions every frames yourself everytime.

Annoyingly, seems like a lot of instancing options for Unity are limited to a specific amount of platforms, if you want to limit draw calls on different platforms, you have to do everything yourself.

N-no, you can't calculate lighting like that. This is impossible!

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why wasn't assassin's creed unity made with unity

>Annoyingly, seems like a lot of instancing options for Unity are limited to a specific amount of platforms, if you want to limit draw calls on different platforms, you have to do everything yourself.
Can you elaborate?

They don't, it's just that the only games you actually know are Unity are the ones that run like shit

its designed so literal retards can use it, but literal retards don't get that they have to optimize

General purpose engine, by virtue of being general purpose can't be fully optimized for specific game.

Yeah, forced "Made with Unity" logo was a stupid decision.

No it isn't, that's how they make their money
Everyone wants to get rid of the Unity badge of shame so people don't judge their game before it even finishes booting up