~/talk

From Unity to Unreal: Codebase Design for an Indie Mobile VR Game

Talkat code.talks 2022 · 2022-09-15..09-16· [game-development]
links:none on file
slides:none on file

Team ports a mobile VR jigsaw, Puzzling Places, from Unity to Unreal because Unreal’s source access lets the team control Android packing and debug engine/platform issues; development targets Meta Quest and PlayStation and runs on a 5–10 person team with ~100–500k budgets. Codebase enforces C++ base classes with blueprint native events, heavy component splitting so designers can build in Blueprint while engineers refactor to C++, which reduces merge conflicts but leaves hard problems: uasset bloat, brittle Git workflow, and unreliable cross C++/Blueprint debugging.

AI-written summary · about

  1. 0:00Intro
  2. 0:52About me
  3. 1:28About the game
  4. 2:05Criteria
  5. 3:26Why Unity
  6. 7:54Unreal vs Unity
  7. 9:00Blueprints Active Components
  8. 10:37Why Components
  9. 13:36Blueprint or C
  10. 16:29Blueprint Native Events
  11. 18:05Blueprint C Class
  12. 23:33Debugging
  13. 24:39Summary
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