Replies: 14 comments 13 replies
-
Hello all, I've been modding and developing with the Unity engine since 2016, starting with approximately five years of modding experience, to coding my own project in Unity for the last two. Starting with Stride is definitely a different experience, a lot of quality of life that Unity provides Stride currently does not. There are many good libraries made by people to extend Stride's capabilities, which I cannot speak to the quality of just yet, but they seem to cover a decent amount of features you may miss from Unity. This engine is much more hands on than Unity. Just from some preliminary testing, there are no guardrails on what you can do with the engine. You don't like something? Change it. Maybe even post it to make the engine better. I may only have a year and a half of .NET experience, but I believe if you are a curious person and want that hands-on boots-on-the-ground feeling of being able to truly pioneer your own features, Stride Engine may be there for you. At least so far from what I've done, I would recommend at least trying it if you like C# and .NET programming, especially if you come from Unity, the component system is nearly identical. Overall, I recommend trying it. It will have growing pains and a learning curve, but the customization is in your hands. |
Beta Was this translation helpful? Give feedback.
-
I've installed Xenko a few years ago but only opened it like twice because I was already using Unity, but now I'm interested in Stride. What I like about Stride is that it is a purely C# and open-source engine and its interface, component system and API feel like Unity but with less convolution since it's basically a pure C# project, so I recommend this engine for people who use Unity and/or are invested in C# and .NET. There are concerns though, like the lack of important features like an animation state machine implementation. But I understand that this is an open-source project with people working on it in their free time as opposed to the big companies that have many more people and teams. That being said, I really like the active and welcoming community and I hope to see it grow. |
Beta Was this translation helpful? Give feedback.
-
Hi, this is copy of my discord message: I’ve studied all official tutorials on youtube and some docs. So the main obstacles for me now are:
Problems 3 and 4 are not as important as problems 1 and 2. In any case, the engine seems very promising to me, I will try to use it in some upcoming jams. |
Beta Was this translation helpful? Give feedback.
-
I just started playing around with this today, and I'm trying to port some scripts over from a Unity project. A lot of things seem fairly simple to rewrite, but there are some functions I haven't found a direct replacement for yet, such as directly setting the world rotation of a transform component. My Unity projects also relied on Final IK to get my non-humanoid characters to look at and pick up things. I don't think the engine itself really needs built-in IK solvers as long as there are plugins or something available, but I haven't found any yet. The graphics out of the box look like they might be better than Unity's. I noticed the neat little glare effect of the light hitting my untextured model. |
Beta Was this translation helpful? Give feedback.
-
I find the lack of a way to create custom editors and editor extensions as a possible brick wall for devs in the future of the engine. Another thing that should be integrated is the equivalent of the [SerializeField] attribute for private properties and fields, since not always we want those variables to be publicly accessible and editable. |
Beta Was this translation helpful? Give feedback.
-
This will be the first Unity 3D replacement I will try because of Vulcan support, C# code, Linux platform support and it is free and open software. I would like to be able to use another C# editor so I don't have to sign a Microsoft account. |
Beta Was this translation helpful? Give feedback.
-
I like the Extensions in unity editor, such as Odin Inspector which can Draw inspector with some custom method.I can even execute code in the editor by clicking a custom button, which is awesome. I don't know of some way to achieve this. |
Beta Was this translation helpful? Give feedback.
-
It's very similar to Unity, I really like it, and I quickly got used to changes,I hope to add scenes like Unity that can see the status during runtime。 |
Beta Was this translation helpful? Give feedback.
-
Day 1: Pros:
Cons:
Some little things that are annoying but that only a new user would realise:
|
Beta Was this translation helpful? Give feedback.
-
What is the Stride equivalent of Unity's humanoid animations? (The feature in Unity where you can set the rig on the models and animations to humanoid and everything just works, even when their skeletons don't match) |
Beta Was this translation helpful? Give feedback.
-
Pros:
Cons:
|
Beta Was this translation helpful? Give feedback.
-
Here are some features, possible improvements & thoughts I have for now using Stride the past Week. Launcher
General
Main Scene
Entity Properties
Output / Debug
|
Beta Was this translation helpful? Give feedback.
-
I scanned some of the forum entries here and get the impression, most are interesting in the coding aspects of Unity/Stride. Whilst I used to code, I became 'code blind' and therefore only use Unity/Unreal/Stride etc etc as an Artist, creating scene and environment props, along with a handful of games using nothing more than the engine collision aspects. My first impression of Stride, from that perspective, is that it has a long way to go with Mesh Importing, Materials and other such features. I have brought in some of the variety of models/meshes/texture maps etc, that I sell on Unity/Unreal/SL etc etc.... into Stride and achieved some reasonable results given the importer and material handling. This shows that all elements of my creations will port into Stride, except Materials, building the Materials within the Stride Editor, seems a bit long winded and therefore the importers need more work. The other danger with a public contributing system, is the Blender Syndrome..... where things get put in place by committee after committee and can complicate creativity, which the sole reason behind such an endeavour in the first place. Blender has become a 'Can Do It All' piece of kit.... often overwhelming the User, as opposed to bringing the productivity aspects to the finger tips, become buried under reams of nested menus. I could not find access to a Development Roadmap anywhere, hopefully there is one and I have simply overlooked it. I prefer to be able to create my own editor window, where I can have regular used functions to hand, in windows of my making, in positions and scales of my choice. In both Unreal and Unity, I can drag and drop 'windows' / panels into most locations and tabs.... but without coding, I cannot create my own Favourites Menus..... A big mistake in my opinion. Similarly, in other editors, there is a tendency to throw all assets into one big folder, whereas I have always put Meshes, Materials, Textures into their own bespoke folders. A quirky feature in Unreal, as a Publisher, they will only accept a submission if every Mesh has a SM_ prefix, every texture a Tex_ and a Material a Mat_ prefix, Blueprints must also have a prefix.... which is all manual and tedious when your project includes 100's or 1,000's of components. All that despite the engine knowing the attributes of each component and displays that fact when you hover over it.... superfluous and tedious. Unity on the other hand insists on every component used in the Scene, have a Prefab created with Zeroed Attributes..... In my opinion, a good team that creates a VR engine, should be well balanced between Artist User/Developer and Code/Script Developer. I wish the team a fair wind. I would also add, all the Products on Unity Asset Store are compatible with Stride, except the Scripted Items, which is Security Camera systems, those bind with the core scripts of the Unity Engine. Meshes are FBX or occasionally OBJ, and textures/maps are PNG. The same products are available on Unreal, they are formulated to make them a Unreal Asset format only. If anyone wants to know the workflow for importing a Unity asset into Stride, even without a Unity Engine, please feel free to message me. |
Beta Was this translation helpful? Give feedback.
-
|
Beta Was this translation helpful? Give feedback.
-
Given the recent influx of interest in our engine from devs who previously worked on Unity we want to be able to further provide people with opinions on why they should (or shouldn't) choose the Stride engine.
Please share your experiences below.
Try to avoid asking specific coding questions, preferably open a new discussion if not asked before. General questions are welcome.
If you haven't already, see the blog post;
https://www.stride3d.net/blog/embracing-open-source-stride-as-an-alternative-to-unity/
Beta Was this translation helpful? Give feedback.
All reactions