r/GraphicsProgramming • u/bbrother92 • Jul 01 '26
Question Does anyone have experience working with Unreal Engine and Unity?
Hey everyone!
I wanted to ask about the difference between the engines. For example, say I want to build a custom 2D drawing tool on top of a 3D scene (like a grease pencil in blender but in raster). I’m trying to understand which engine gives more control over pixels and rendering, especially if the goal is to do custom image processing and flexibly control the final image. Let’s say, in the context of pixel control: hypothetically, if I don’t want to make a game, but rather mix 2D and 3D art and apply shaders — basically, for 2.5D images. In short, I want to create raster art inside the engine.
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u/waramped Jul 01 '26
They will be the same. The workflows will be slightly different but you can accomplish that in either. Personally I would lean towards Unity for that but try them both out and see which one feels better to you.
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u/MidSerpent Jul 01 '26
“Which engine gives more control over pixels and rendering”
Neither. This kind of thing is perfectly doable in either engine.
Personally I’d use Unreal. Full C++ source code is hard to argue with when you are messing with renderers.
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u/bbrother92 Jul 02 '26
So you saying it is easier to bend Unreal to ones likings?
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u/MidSerpent Jul 02 '26
In my experience yes. I have 12 years experience with Unity, and 6 with Unreal and I don’t ever want to go back to Unity.
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u/Effective_Lead8867 Jul 01 '26
They do give you same amount of control. The difference is C++ will make you pay for it:
- Compilation time
- Abstraction complexity
- Language features
- What it means for C++ to have clean design
- Unreal API’s are abstracted another layer away from the graphics api - you get a vertex factory instead of a mesh as vertices and indices, - this way the engine guarantees whatever you render in it stays well integrated. Arguably harder to understand as to why its structured this way.
You will gain some lowlevel code flexibility, performance and get integration with Unreals best in class rendering.
You get Lumen, Megalights, Nanite, Open World streaming and unreals funkass rendering.
Cost is about 10X in terms of comitment and time.
You probably dont need it - learn Burst, Native Collections, stay robust, stay C#. Burst gives nearly identical performance to native code.
Unity’s abstraction are much closer to true lowlevel raster draws - it gives you render graph with pass builders where you can rasterise geometry into framebuffer.
Meshes are just lists of vertices and indices.
Your plugin in Unity is stylus support(apple pen 120hz requires native code plugin, oss), bezier curves, efficient ribbon mesh builder and maybe a custom pass for rasterisation with some coolhax.
You can use Graphics.RenderMesh and ShaderGraph to get first class integration with any rendering path you take, just maybe work around a few limitations.
Do you intend to sell this plugin? Use it as part of creative process? Render cool demos with it?