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I've done game jams with both Godot and Unity. Mainly the plug-ins, particularly third party plug-ins for unity are better. One of them being cinemachine. An
by LarsDu88 3y ago
I've done game jams with both Godot and Unity.
Mainly the plug-ins, particularly third party plug-ins for unity are better.
One of them being cinemachine.
Another example would be a tool call technique collider creator that let's you paint collider primitives. That tool alone saved about 300 hours of work.
For many developers the Cinemachine tool is very useful as well.
The other feature is the ability to edit game objects while the game is running in editor mode for debugging. This is the sole major feature Godot currently lacks compared to unreal and Unity imo
Beyond that Unity has a better overall design IMO encouraging users towards composition over inheritance and NOT encouraging use of some one shot interpreted scripting language (GDscript)
Does this justify the 100x greater size of Unity as an organization over Godot? Probably not
- tombert 3y agoThis is exactly the feedback I was interested in...thanks! I think these kinds of criticisms are necessary for open source stuff to become competitive with proprietary offerings; it feels like Blender, for example, has taken these criticisms pretty seriously and as a result it's started to become competitive with proprietary tools (at least in the "prosumer" and lighter professional spaces). I'm sure they're already doing this, but Godot should probably keep a list of all these bits of feedback and start fundraising to build these features.
- prox 3y agoThe Godot leads basically discussed this during the last conference that they are definitely not in the right zone to take over significant developer share for Unreal or Unity, they hope in new versions they can inch closer and closer.
- gs17 3y ago>cinemachine Check out Phantom Camera: https://github.com/ramokz/phantom-camera https://github.com/ramokz/phantom-camera
- mattlondon 3y ago> The other feature is the ability to edit game objects while the game is running in editor mode for debugging. +1 to this. Having switched to trying Godot Vs unity, this was the biggest "missing feature" that made godot harder to work with Vs unity. (I am no pro, not even indie, just a hobbyist) In unity you can pause that game and view and/or modify game object's variables/properties/etc in real time. In Godot it feels like it just compiles and runs a binary that is disconnected from the editor. Yes you can debug the code, but the "live" integration with the visual editor is very useful when prototyping and trying out ideas as it lets you move things around and change variables, which you can't really do with debugging
- sli 3y agoWhen's the last time you tried it? This feature has been in Godot for as long as I care to remember, I use it daily.