Features and Limitations of UDK/Unity for iOS

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Transcript Features and Limitations of UDK/Unity for iOS

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UDK and Unity are both game engines that offer a
wide variety of options to create pretty much any
type of game.
Each game engine has a built in environment
editor that lets you pretty much drag and drop
things into place.
Both UDK and Unity can be downloaded and used
for free without purchasing product licenses.
Unity - http://unity3d.com/unity/download/
UDK - http://www.udk.com/download
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UDK and Unity share a lot of the same iOS features.
Both utilize an OpenGL ES 2.0 render to run the iOS
games in the editor.
To create shadows lightmapping is used.
• Lightmapping is the process of baking the lighting into
the static meshes to improve performance.
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Both engines provide PhysX support.
• The features of PhysX are limited to rigid body physics,
fracturable meshes and ragdolls.
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Both UDK and Unity have ad support and game center
support.
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UDK recently added Scaleform UI support for iOS.
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One of the best features of UDK for iOS is probably the
fact that you can build everything on PC.
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Unity has to be ran on a Mac if doing an iOS project
however projects can be built and compiled into an
Xcode project all from one button in Unity.
Both UDK and Unity have a Remote app that can be
used to control the game in the editor.
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Occlusion Culling is probably one of the most important
features that both offer.
• Occlusion Culling is a feature that disables rendering of
objects when they are not currently seen by the camera
because they are obscured by other objects. Frustum Culling
only disables the renderers for objects that are outside the
camera's viewing area but does not disable anything hidden
from view by overdraw. When you use Occlusion Culling you
will still benefit from Frustum Culling.
• The occlusion culling process will go through the scene using a
virtual camera to build a hierarchy of potentially visible sets of
objects. This data is then used at runtime by each camera to
identify what is visible and what is not. This will ensure only
visible objects get sent to be rendered. This reduces the
number of draw calls and increases the performance of the
game.
Without Occlusion Culling
With Occlusion Culling
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There needs to be reduced polygon counts for all models as well
as smaller texture files.
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There can’t be any real time lighting and shadows.
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In UDK you can’t have terrain unless it’s created as a static mesh.
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Clothes, fluids, and soft bodies are disabled for iOS in UDK.
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UDK can only be used to create 3D games.
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Unity offers a lot of features in it’s basic package, but you don’t get
a lot of the great features unless you purchase the Pro version.