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I have done some VR with Godot and I'm very pleased with it. I also did a VR game in Unity for a course at university 2 years ago so I have some experience in b
by babatiro 7y ago
I have done some VR with Godot and I'm very pleased with it. I also did a VR game in Unity for a course at university 2 years ago so I have some experience in both engines for VR.
In terms of performance & lag of the implementation of VR I didn't notice any differences between the two engines.
From my experience with Godot :
1. The dev cycle is I press play and then everything just works instantly. The game automatically connects to the headset and I can see the game both on the screen and in the headset. No build, no exports, nothing. It just works. From what I understood this is mainly thanks to Bastiaan Olij' work, so big thanks to him !
Also VR support in Godot has a "native" feel, you have AR/VR nodes ("ARVRCamera", "ARVRController", etc.) in the engine. I spent less time setting up VR in Godot than in Unity.
2. I never used wireless headset so I can't compare battery usage. For wired headset at least, in terms of performance Godot is far sufficient for making games like any of the popular VR games out there.
As a big rewrite of the rendering engine is going to happen for 4.0, I think we should wait for this before making comparisons of rendering perfs.
3. Godot has support for GDScript , C#, and "others" (via NativeScript). In others we have C++, Rust, Python, JS, etc. I never used any of those other languages with Godot so I can't tell. It seems the setup of NativeScript is quite complicated and much less convenient to use than C# & GDScript, but I'd also like to hear from someone who used that.
However it's a UI problem and I don't see why in the future NativeScript couldn't be just be as convenient (maybe we indicate once the path to GCC and Godot automatically download the NativeScript headers, set up everything and compile automatically on play)
Also for performance intensive tasks there should be compute shaders in 4.0 and it was also mentioned that compiling GDScript AOT (maybe by transpiling it to C or targeting LLVM) should be doable (GDScript' static typing is a first step in that direction).
From my personal experience, Godot is such a breath of fresh air compared to Unity where everything seems messy and overengineered. There is no prefab or other wierd things. Just nodes in trees and scenes. It makes everything so much cleaner and more enjoyable to develop with. Unity seems to pile up the latest shiny features on top of each other but without thinking about overall coherence.
However the popularity and $$$ of Unity gives it many advantages in terms of support , tutorials, asset store, more features, etc.
So I would recommend Godot :
- if you like clean architecture
- if your VR game is not more graphically ambitious than popular VR games or if you're okay to wait for 4.0 (then it should be on par with other engines)
- if you don't need YouTube tutorial for everything and you're okay with reading the doc API.
- if you are used to code your own logic & assets and not to rely heavily on the Unity asset store (you can consider Godot asset store is basically nonexistent in comparison)