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Godot isn't finished yet. Unless you plan on developing an open source game or need absolute total control over your project I wouldn't use Godot. The greates
by offtop5 6y ago
Godot isn't finished yet.
Unless you plan on developing an open source game or need absolute total control over your project I wouldn't use Godot.
The greatest advantage of Unity is anyone can develop something for it very fast. The worst part of Unity is anyone can develop something for it very fast. An asset developer might build something which he or she doesn't actually update, or has a nasty habit of completely breaking your project.
The one thing I don't like about Unity is the lack of quality control with assets. Some assets will give you a nice foundation for a fantastic project, others will set you back days. Asset authors are almost always either absolute Angels, who will go out of their way to help you and if they can't offer you a refund.
Or their jerks, their assets don't do what they promised and they'll refuse to refund your money. If I could fix one thing about the unity ecosystem, I'd tell Unity to give asset buyers a few no contest refunds . I probably spend about 1000$ on Unity assets per year.
The one time a $15 asset ends up not working correctly I should be able to get a refund without begging the author for it.
Plus it's essential to understand what your goal is. Do you want to actually ship your game within a reasonable amount of time? Or do you feel like creating a project primarily for learning, or to just share the code on GitHub?
If you want to ship a game, either use Unity or Unreal. These are the only two engines which are well supported enough where you can get something done within a reasonable amount of time.
Open source engines are cool, but there is absolutely no expectation of things working as well. Let's say you want to build a project with Godot, and it's going well so you want to publish it to Switch. You're going to run into a ton of problems off the bat, one open source projects tend to not support closed apis which council manufacturers force you to support. So you're going to have to build your own integration there.
Vs clicking a build to Switch button with Unity.
Honestly I can't say enough good things about Unity, you have an amazing amount of educational material they publish. And for the most part I've been able to buy assets for $50 or $100, and save myself 80% of the development time on my projects. You aren't going to have a good time with Unity if you're adverse to buying assets.
- Kiro 6y agoWhat kind of assets are you buying? I thought most assets were character models and such but sounds like you buy assets with actual functionality. Do you have any examples?
- offtop5 6y agohttps://assetstore.unity.com/packages/templates/systems/corgi-engine-2d-2-5d-platformer-26617 https://assetstore.unity.com/packages/templates/systems/corg... That's basically a 2D / 2.5d game framework.
- Kiro 6y agoInteresting. Is this essential for people making 2D games in Unity? I see that it's officially recommended by Unity themselves.
- rubito 6y agoIt’s not essential but this is one of Unity’s revenue sources, so they will advertise it . In fact, one key aspect to finding success (disclosure: I am an ex Unity AssetStore publisher) in the AssetStore is to persuade buyers in thinking your asset is essential for making their project come true. It’s all about selling shovels and dreams.
- jpindar 6y agoWhere is it officially recommended? There is other content that is created by Unity but that is clearly labeled as such. Nothing from the Asset Store is essential, but it would take much longer to do everything yourself from scratch, as well as being difficult to learn how to do everything yourself without examples to experiment with.
- Kiro 6y agoI think it was this part: > The Corgi Engine is recommended by Unity as part of its 2D Essentials Pack. Maybe I read too much into it.
- Eyas 6y agoMaybe a less intense example here is, for example, custom shaders. You can get better terrain systems that do exactly what you want, etc from the Unity asset store. Especially for a software engineer, there's of course always the fantasy of coding everything on your own. I might not get a platformer system because that seems "fun" to implement, but shaders often feel so beyond me that I'd just rather get someone's optimized shader.
- paulryanrogers 6y agoSecond this. I protyped in both Unity and Godot for the same concept. Godot is just harder and more work generally. Then getting published on consoles with Godot requires partnering with the one vendor who supports it. Whereas Unity has wider support.
- musicale 6y ago> Godot isn't finished yet. Very surprising. ;-)
- msie 6y agoHow much experience have you had with Godot?
- offtop5 6y agoI played with the Godot editor for a few hours. It's simply nowhere near as polished as Unity or Unreal. If you want to make something in Unity, you can pay a few hundred dollars for some assets, snap them together like Legos , add your own character models and be ready to ship in months. In Godot, it's rare at all to see any paid assets. Meaning instead of being able to buy a starter kit and get my project done, I'm coding all this stuff by myself.
- esperent 6y ago> Godot isn't finished yet. What important features is Godot missing that Unity has?
- pizza234 6y agoThere are a few interesting Reddit posts. Here's a summary: https://www.reddit.com/r/godot/comments/axsohk/in_your_opinion_what_are_godots_biggest_flaws/?utm_source=share&utm_medium=web2x&context=3 https://www.reddit.com/r/godot/comments/axsohk/in_your_opini... Missing occlusion culling is on the top of list.
- krapp 6y agoProbably worth mentioning that thread is a year old and some of those issues may have been addressed by now. The latest reference (from 9 months ago, so not much more recent) I could find for occlusion culling[0] says it and LOD are planned for the Vulkan branch, so those are still issues. [0]https://old.reddit.com/r/godot/comments/emachb/how_long_until_proper_occlusion_culling_is_added/ https://old.reddit.com/r/godot/comments/emachb/how_long_unti...
- esperent 6y agoYeah, I know they have CSG now, for example, because I studied the code for a personal project.
- dkersten 6y agoWell, Unity has hundreds of full time engineers working on features and Godot has, what, five? (Plus non-full time contributors) So it’s no surprise that Unity is ahead of Godot in terms of functionality. Godot may suit your needs just fine, but Unity has a lot more work out into it. When I played with Godot (two years ago, a lot has been improved since), it was definitely a bit raw. It worked, but I found it a bit of a struggle. I’ve been reading their release notes since and they’ve improved a lot, but I haven’t actually tried it out yet. The one thing I personally don’t like about Unity is how much emphasis is put on C#, I just never got into the language and have no desire to use it. Godot is a bit nicer for me in that respect. I prefer Unity’s ECS and job system over Godot’s scene system though, but lots of people say the opposite.
- jon-wood 6y agoI think all your comments are valid, except for the one on support for Switch (and other consoles). I've never done this, but when I was playing with Godot there were references to being able to go to a particular consultancy who are able to provide a build chain for consoles - the issue there isn't that Godot can't support them, but that the NDAs required for console builds don't allow the integrations to be open source.
- tines 6y ago> Godot isn't finished yet. So you're saying we're Waiting for Godot?