4 ms·
I think “never” is an exaggeration (sort of his writing style), but all those centuries/millennia of person years invested in Unity really did result in a lot o
by ido 3y ago
I think “never” is an exaggeration (sort of his writing style), but all those centuries/millennia of person years invested in Unity really did result in a lot of built-in functionality that Godot understandably will take a while to implement equivalents of.
E.g. a few months ago I was testing Godot for prototyping a game and wanted to add some line renderers for quick and easy visualisation of some mechanics…Unity had these built-in and in Godot I had to write my own. Not a big deal on its own but there’s a lot of tiny things like those that are just available built-in in Unity and not in Godot which in aggregate add up to considerable time saved.
My pure guess with no insider knowledge is that within ~5 years this problem will be a lot less of an issue as Godot 4.x matures.
Unity is really a “batteries-included” kind of engine and it just takes a long time by a lot of programmers to replicate all the “nice to haves” it includes.
- deleted 3y ago[deleted]