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My opinion is that if you're already well into a project, it makes far more sense to donate to Godot's development and remain in unity while also developing as
by Vetch 3y ago
My opinion is that if you're already well into a project, it makes far more sense to donate to Godot's development and remain in unity while also developing as much as possible in an engine agnostic manner. Moving to Unreal makes about as much sense as moving from Microsoft Edge to Google Chrome. You're still beholden to a corporation's whims.
Godot seems to be at the state Blender was ~5-10 years ago. Many major features are ticked but on closer inspection, there are significant missing pieces or implementation bugs.
When I last looked, there were issues involving scriptable render pipelines, post-processing, lighting, maturity of 3D physics, feature completeness of AI components such as navmeshes, lots of QoL issues around shaders. Lots of individually small headaches around animations, transformation hierarchies, input handling, collisions, IK that add up. There are also of course the usually mentioned limitations around asset store, platform breadth, 3rd party support and tutorial/community size and documentation.
AFAIK, there is no Shader and vfx graph equivalent for non-programmers. A Jobs and burst equivalent for C# users would also be very useful.
As good as Godot is already, given it still needs work, you should seriously consider donating to its development even if you don't intend to use it. Also, if you're starting a new hobby game you should ideally choose godot over unity, it's the only way holes will get identified and filled.
The only way to make corporations accountable is for open-source alternatives to be a viable third option such that whenever cost of use exceeds a commercial offering's value proposition, switching to open-source is a no-brainer.
I hope this didn't come across as too critical of Godot. It is rather the opposite, I really want it to get to where Blender is today. If I'm out of date anywhere I'd actually be happy to hear that.
- treyd 3y ago> AFAIK, there is no Shader and vfx graph equivalent for non-programmers I'm not sure if you missed it or if you were referring to something else but there is a graph-based drag-n-drop shader pipeline tool in Godot today.
- MrLeap 3y agoI am a long time Unity developer, I used to evangelize heavily for them. My past evangelism disgusts me. Use Godot if you can. Help them sand the edges. Any inconveniences that costs is worth the rug pull you avoid from what Unity will do to you.
- alexvitkov 3y ago> remain in unity while also developing as much as possible in an engine agnostic manner You can't really work in an engine agnostic manner without drastically handicapping yourself, the whole point of engines is that they provide a large & coherent set of tools that interface well with each other. Engine hops can and do happen, but if you're going to engine hop the best time was 6 months ago, and the second best time is right now. It's a lot of work, and for most cases deep in a project, the best bet is most likely to stay with Unity. Rewriting the code is the easy part, if you're familiar with both engines & their languages you can copy & paste & fix errors, probably at a rate of 10,000 lines/day. The killer are all the level data, materials, prefabs, custom editor tooling and the entire workflow of basically everyone aside from programmers, that need to be rebuilt from 0.