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Unity so much more polished Unity has Timeline (and Cinemachine) Unity has Entity Component which is superior for many coders to Godot’s node system Unity ha
by tezza 3y ago
Unity so much more polished
Unity has Timeline (and Cinemachine)
Unity has Entity Component which is superior for many coders to Godot’s node system
Unity has better 3D
Unity has large bank of answered questions
Unity exports to WebGL
Unity Asset Store Assets are high quality, abundant and cost effective
- djur 3y ago> Entity Component which is superior for many coders In what way?
- tezza 3y agoMany ways. When you have a reference to something it is easy to add,query, change elements to that something Even unrelated things can be added this way (RigidBody, Raycasters) whereas Godot needs separate parallel node trees to accomplish the same thing
- gs17 3y ago>and Cinemachine Phantom Camera does most of that in Godot. >Unity exports to WebGL Godot also does that, albeit without C# support until the next major version.
- tezza 3y agoGodot WebGL is not production ready. It-kinda-works is as good as it gets. Godot webgl will not run on MacOS, defeating the whole point of WebGL/HTML5 “Godot 4's HTML5 exports currently cannot run on macOS and iOS due to upstream bugs with SharedArrayBuffer and WebGL 2.0” https://docs.godotengine.org/en/stable/tutorials/export/exporting_for_web.html https://docs.godotengine.org/en/stable/tutorials/export/expo...
- mattlondon 3y agoNot sure that macos 8s the whole point of webgl/html5. The market share for Mac gamers must be very, very low. Like under 1%-low?
- hombre_fatal 3y agoThose numbers are for desktop game sales, not people who might want to play your game in their browser. Being unable to load up a browser game on macOS is a pretty big deal when the main upside of a browser compile target is portability and accessibility.
- mattlondon 3y agoYeah but if it works on Windows, who cares about the tiny tiny tiny vanishing percentage of Mac users? I would prefer Godot concentrate on implementing missing features and improvements rather than trying to support the tiny number of MacOS gamers who want to use a browser.
- vunderba 3y ago"Godot 4's HTML5 exports currently cannot run on macOS and iOS due to upstream bugs with SharedArrayBuffer and WebGL 2.0" I have read this line of the documentation a dozen times and I still don't understand what they mean by it. An HTML5 game is supposed to be run in a browser, are they saying that web GL 2.0 games won't run on a Mac even in a chromium browser? Or are they saying that the export process to create the HTML5 game won't run on a Mac?
- mardifoufs 3y agoThe web export is very very bad currently. I know there is a PR where that is getting worked on, but currently it's basically recommended to use Godot 3.6 if you want to web export. It outright does not work for safari (and Im not sure if safari is the issue in this case, or at least not anymore. Webgl2 has been fully supported since v15 ?)
- vunderba 3y agoThis is the reason that I still haven't switched over to Godot and I continue to develop games using phaser JS. Forcing users to physically install a game onto their computer is simply too much friction for 99.9% of your prospective audience. Lack of robust HTML5 support is a dealbreaker.