Thinking about moving to Godot

Bingo.

Godot has become more popular on /r/gamedev than Unity. At least, in discussion.

That is a pretty big deal. Very large community.

The users in this thread who claim no big titles have been made with Godot, and then cite Hearthstone (…um…ok?) Are…well, I have nothing good to say about such horribly flawed, nonsense arguments. It takes years for engines to have hits, since it takes years for engines to develop and years more for games to develop. It isnt like the release of Godot 3.0 will have a simultaneous release of a Day 1 AAA godot title. In what world would that happen?

Godot has already broken out in incredible popularity. However the Unity forums isnt the best place to talk about it. The users who frequent competitor engine forums are very likely to be extremely biased in favor of ‘said engine’. IMO they are also less likely to even know what Godot is or its benefits or recent updates, as theyre heavily invested in ‘said engine’.

Generic gamedev communities are much better places to start discussions on engines other than Unity.

Well thats a fickle reason since in practice basically everything sucks through the entire development cycle no matter what you’re using. As you get closer to launch it turns into “Just bandaid everything, this all sucks, everything sucks.” then it launches and you can start something new all pretty and nice.

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The reason Godot has surged in popularity is that nearly everyone loves it and people are saying the OPPOSITE of “it sucks.”

That is a pretty big deal, since so many engines like Unity/Unreal have tons of criticisms.

Am I the only one here who frequents gamedev communities outside of the unity forums?

Godot is all the rage now. Honestly? I havent heard anyone say anything negative about it. Just tons of “It is awesome!” And a minority of “It is okay, I guess.” or “Not bad, but Not for me.”

Really? I don’t see this thread locked yet and moderators are here. Perhaps it was just the other threads had immature arguments or trolls or were just repeats.

Circles I’m in never mention anything except Unity or Unreal.

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That’s great, but seriously it’s not a magic wand. There are no magical wands.

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Who here is claiming it is a magic wand?

There is too much emotion in this thread.

Godot’s success seems to be a sour taste in the mouth of this community, so I will just let it be

No one will participate in discussing godot if everyone is deaf to the excitement surrounding it. Enjoy shutting down a thread because you…dislike the idea Godot is becoming a big deal? Weird.

Yeah I would hate it if actual censorship occured. General discussion is fine in my book to talk about our industry. If a thread is locked in a censorship way and it smells off I want to know about it.

Unity has nothing to fear, if it goes around locking threads just because it’s competition was mentioned, well that says a lot about insecure feelings. But so far the locks I’ve seen or done were because of user behaviour that so happened to mention another engine. So it’s easy to blame it as censorship.

Yea. Im an idiot. The whole convo is on the former page. I was just hallucinating this was the only page.

Im not the brightest when using my phone. Sorry about that. Will edit my posts to clear up my mistake.

I found it weird & double checked but clearly my mobile dbl check is equally blind as my first check. I thought it was unusual bc Unity never censors. It’s the only place that is great like that.

My point is if there are zero complaints, they aren’t digging or you’re greatly exaggerating. Comparatively, reference the video of INSIDE where they made some source changes - no engine is going to do everything perfectly and in using highly generic tools to build something unique with a team of people… You will have complaints.

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Why are you taking my abstract summary of large community’s excitement with Godot as some singular detailed summary of exactly what everyone thinks about it?

Acting like no one has any criticisms when I state most people seem excited about it or have high praise, is weird.

I am telling you that in general, it is catching on for very valid reasons and because Godot seems to be a very high quality project with an exciting future.

Your rebuttal (which isnt needed, as youre just arguing against thousands of developer’s praise for something) consists of “They must be wrong…cause!” Really?

Achieving a stable, smooth, minimal framerate isnt perfection. It is a very basic, rudimentary standard goal for all gamedevs.

We arent talking about achieving 200fps @ 4K or something. We are talking about basic performance, which is a major basic element of all video games.

Furthermore, the problems which INSIDE fixed using source are hideous problems Unity should immediately tackle themselves. Yet they didnt.

There is a very large difference between having minor complaints and having MAJOR game-stopping complaints.

Are you even aware of the performance problems of Unity Transforms? Can you describe to yourself in detail what the major performance woe in the INSIDE video was?

Let me guess: You didnt watch it and will respond saying you dont have to watch it or dont have time to watch it.

Do not live in denial of major flaws with Unity, which are strengths of Godot, and then claim you know for a fact Godot is inferior to Unity in all the ways others claim. That is just silly…

What makes you think I’m defending Unity? My only comment here is that this ‘discussion’ seems primarily composed of eccentric hype and aggressive labeling of participants software preference and inner motivation rather than actual facts about Godot and it’s precise successes. If we’re all here to say “Oh look Godot is new and nice” well then great. I don’t plan on riding a hype train as these things come and go pretty regularly.

It’s like we get another thread about a different engine and people turn around like “Okay buddy whose side are you on?! Yeah?? Well who do you think you are?!”

And that is why engine threads get locked.

Again, I did not intend this thread to bash Unity or promote Godot and I still don’t. I think it’s fine to discuss pros and cons of both engines here, or exchange our thoughts about whether or not Godot will ever become better than Unity in future.

But for such a discussion to be constructive, there need to be more concrete arguments than “Unity sucks” “it’ll never become as good as Unity” and less accusations on each other for things that have nothing to do with the engines themselves.

I know there are many major and minor flaws in both engines, but if we want to discuss them here without turning this into another flame war, we better concentrate on how some specific thing is done by one engine, and how it is done by the other and why it is better. It’s not a competition about who can enumerate more random things that people hate about the other engine to win.

As I already started working on my new project with Godot, it’s likely that I won’t be as active on this forum as I was before.

And I certainly don’t want my potentially last thread in this wonderful community to degenerate into another flamewar and get locked. So, I’d urge people to try to keep it from going that direction.

Thanks!

I haven’t watched it, but is it the one where setting position then rotation was highly unoptimized so they added transform.SetPositionAndRotation which now exists in Unity by default.

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Well it’s just when you set the position, you have to traverse the hierarchy, and it’s the same for rotation, so you can omit the traversal again by setting them both at once.

Regarding Inside, I would think Unity probably will look at streaming more stuff or making it more automagic if more users are asking for it. I suppose that would mean having a new kind of staggered startup for streamed-in assets and some pools of some sort.

Actually I haven’t the foggiest. I expect I would use it though because I really hate loading times. So I would use it even in relatively smaller titles. It also allows for more dynamic content.

It would be easier to do in Godot I guess.

I’ve refrained from talking about specific things in which I think Godot is better than Unity so far, because I didn’t mean it to be another Unity bashing thread. Actually, this thread was just what you mentioned, indeed - my personal motivation and preferences to work on an open source game platform.

Moreover, I haven’t made anything significant with Unity and I’ve only played with Godot for couple of days so far, so I thought I’m not in a good position to talk about the subject in an objective manner.

But now it seems that the thread is going into that direction anyway, so it might be better if I list some of the specific things that I liked about Godot, so we could stop fighting on some vague claims.

As noted above, the biggest difference between the two engines seems to be how they treat reusable components respectively.

As we all know, Unity has Prefab which is kind of handy. But so far, it doesn’t support nesting and in order to test it visually, you need to add it to some scene first.

In Godot, however, things are much simpler with its unique ‘scene instancing’ and node system. In short, you can save any arbitrary subtree of a scene and reuse it just as you do with Prefabs, but it supports infinite nesting and more importantly, each of such tree is a scene itself so it can be edited individually and you can even run it, just like a normal scene.

And when you instantiate such a saved scene and attach it to another one, its subtree is hidden by default, so it results in less clutter. All in all, I find Godot’s way of doing things is more intuitive and convenient, especially when it comes to building a large scene by constructing its constituent parts in a hierarchical manner.

And another great feature of the engine is how its animation system works. In Godot, you can easily create and edit animations inside the editor like you can with Unity. However, Godot’s the animation system also applies universally to every aspect of any arbitrary nodes.

It means that you can easily make an animation that controls node properties or even function arguments in the same way you can move it around the scene. It’s really useful if you want to animate UI elements or 2D sprites including making them pulsate or flying around in a curve, and etc but it can also applied to 3D elements as well.

And when it comes to building UI, I think Godot has much better system with more intuitive API and more number of components out of the box. You no longer have to attach various sub components to change layout or work with deeply nested subtree to compose more complex element out of smaller ones.

It’s closer to how WYSIWYG UI designers in more generic development platform works. I’ve seen many such threads here asking whether or not it’s possible to build business applications with Unity, and I agree with most other people that it’s not the best way to go. It still holds for Godot, but with its UI system I feel it to be at least a viable approach to build more complex, business like applications.

Also Godot uses the same system for both in game, and editor UI. Even though some might argue that the lack of an immediate mode GUI could be a flaw, personally I don’t really miss it, especially when considering how inconsistent and cluttered Unity’s IMGUI API looks.

Lastly, Godot’s UI system has a builtin support for styling and localisation which currently Unity supports via 3rd party assets. I also created my own system for those features in Unity once, and even though it worked quite well, such things are better be integrated tightly to the UI system rather than done in an ad hoc manner.

Godot supports notifications between nodes via ‘connecting’ them both in editor and in scripts. Personally, I prefer Unity’s event system (aside from sending messages, for which Godot has equivalent feature) because it’s a more idiomatic C# way, but I can see how it can feel easier that way for other people.

It’s a minor point, but I also like how Godot manages most of its resources without creating a metadata file for every one of them. Especially when using a source management system, dealing with those metadata files can be quite a nuisance. And even though Unity also supports text mode serialization for scenes, Godot’s file format is designed from the start to be friendly with source management systems, so it’s much easier when you compare the changes.

All in all, I believe Godot already has enough features to compete with Unity when it comes to creating 2D games. Even with many rough edges, and lacking some features that Unity has, I can see how it’d be much easier to create simple 2D games in Godot than it is in Unity.

Probably it’ll take some time before it’ll be more widely adopted, especially with its limited platform support and C# binding still in its early beta stage. But with the speed it’s moving at, I’m pretty certain it will be quite a serious contender to Unity quite soon, and I have high hopes that it might be as competitive in 3D department in the long run as well.

Godot has most features to make 2D games, but Unity have lot of plugins and robust 2D game templates that can be used by people that are not coders.
You can make some game like HyperLightDrifter with Godot if you learn scripting, while i don’t know if a game like Ori could be made in Godot and would get as good frame rate.

For 3D games,this is different, Godot 3 is too lightweight and needs to improve on performance. The language is not what would make choose some engine if the features and tools are missing.

It has some nice graphics but performance is not great. For example global illumination and advanced effects like SSAO in Godot 3 are not not usable in game , the frame rate drops too much with good quality , while some systems like Svogi for example is usable in game while keeping the frame rate good.

There is no culling systems, no culling baking like umbra , no blendshapes, no mecacnim tool , no navigation agents system, no terrain and vegetation system and editor , no water system, no time of day system or many other features not available.
Godot is also small team, you can’t have the same features as Unity and plugins (Gaia, TC 2, Map Magic , CTS, Invector, NodeCanvas, Playmaker etc … ).

If your goal is faster game production you need advanced tools or plugins available on a store, so you spend your time in content creation instead. With Godot there is many features and tools missing while there is no store or such Unity plugins, so yeah productivity won’t be the same if it is important for you.

Also people that don’t know coding can make games in Unity with full game templates ready to be customized, while this doesn’t exist in Godot for non coders.

I’m not saying Godot is not good, perhaps it will grow, get more users , more plugin developers , i don’t know ?
But as many open source projects or games, their development will never be as fast as big companies with thousand devs and plugin developers to achieve the same level of features and tools.

I just can say you won’t make the same level of games you can make in Unity, CryEngine, UE4 for example.
Godot 3 as it is , is good for users able to script to make very small games with very limited tools, graphics and features.
While it is pretty complete for pixel 2D games.

If that’s the case though, then Godot really only has one advantage over GameMaker: price. GameMaker is an incredibly robust 2D tool and SUPER performant and also has loads of support and existing learning materials. I just don’t see the point at all.

Godot is entirely free , and you have source code in case you want to customize it.
Another big advantage is godot exports are free for mobile and other platforms while Game Maker 2 platform exports are expensive and updates are not free.

GM2 is robuts with bugs and missing features.
About performance i was super disappointed about HyperLightDrifter whith frame rate issues specially wen there was lighting shader effects. While i don’t know for GM2 or Godot performance as there is no games like Ori.

Using both , i prefer a bit more the simplicity of Godot, i find it more clear , less useless panels everywhere.
I also got some 2D artists saying they prefered GameMaker 1 than GameMaker 2 with it’s multiple floating fancy panels.
GM2 reminds me Gimp software with it’s floating panels many people didn’t liked , while Gimp 2.9 is now getting a unified interface with one panel only :smile::roll_eyes:

Again it’s up to you depending on your budget, your needs, what matters is you choose the tools that suits you the best to complete your game.
You like GM2 go for it, you prefer Godot or Unity for 2D games go for it.

I agree that in its current status, 3D capabilities of Godot is nowhere near those of Unity, and it will certainly takes time before it can catch up, if it ever will.

But I think it is mainly due to the fact that the focus of the engine has been in making 2D games until recently, so I expect to see more improvements after 3.0 version gets released.

And I believe that open source projects actually have a potential to attain greater development speed than proprietary software projects, but just few ever reach that stage.

Maybe it’s easier to explain this to those who are familiar to Unity than anyone else, because one of the most important reason why it has become so popular is the existence of Asset Store.

Unity Technology, or any other company with comparable size would never have been able to replicate the work needed to develop all those Asset Store items by themselves. It’s something only can be done by such an active community as the one built around the Unity ecosystem.

That’s why it is so important for an open source project like Godot to create and retain the momentum, to build such an active community of contributors, and eventually the whole ecosystem around it.

Unity has become great because many commercial and open source developers contributed to Asset Store. The difference with Godot is that, they are doing the same thing with the core engine itself. So, if they can keep attracting more contributors like they have done so far, Godot will rapidly improve on what missing features it currently has in developing 3D games.

And from what I’ve seen so far, I’m quite optimistic about the prospect, because Godot is probably the only viable open source project at the moment that has a potential to reach the capabilities of other commercial engines, and the momentum that it’s been showing so far is quite phenomenal.

Of course, it’s just my thoughts so I respect your opinion if you believe Godot won’t ever be as good as Unity in making 3D games.

Personally, I think Godot has at least a good potential to reach that stage in another 5 years or so, if it can retain current speed of development. And at that point, probably there will be more people contributing game templates or even selling commercial addons for the engine, just like it is with Unity right now.

Epic for example brings phenomenal features each update.
Until Godot gets developers teams working daily on it, UE4 or Unity always be years ahead :roll_eyes:

With “if” anything is possible lol

Last Godot 3 progress is because money got involved to motivate and have some devs putting more time in it, without any money it would never get some progress like it has recently.

Godot 2D was pretty complete from years, but 2D developpers mainly used other solutions like Unity, Game Maker and others :roll_eyes:
Even with some progress nothing says users making 3D games will choose it instead of other engines with support, services, tutorials , big plugins.

Godot 3 performance is not great, it lacks 3D tutorials, Unity has teams of devs working dayly on it , Unity has thousand tutorials about anything and it is the most popular with lot of mobile and desktop games.

As i said until godot gets more money with contributors to hire big teams working on it daily, it can’t race against Unity or UE4

Godot put a year getting shiny graphics, but the editor is the same, creation tools and plugins are still missing.

What about Gaia, Map Magic, Dungeon architect, Invector, Archimatrix, Probuilder, Amplify shader editor,Bolt Visual Scripting , NodeCanvas, Rtps 3, Megasplat etc … ?
The level of game quality a 3D artist can do in Unity is not comparable with Godot :roll_eyes:

I don’t know or believe anything, i just see it as it is.
You can only make small games with actual limitations in Godot, while you can make in some days some open world game with Unity and some plugins.

If your game can wait 5 years to wait for tools and features, good for you.
Meanwhile i think you will still use Unity for very long time before Godot gets all you need :smile: lol

“probably”
It’s all about money, without some money and patreon Godot would never had some devs putting more time in it.
Perhaps it’s open source, but money makes it possible, all progress or features will depend on how much money is invested in it.

I see no big plugins or big features announcements, nothing is in place like some Godot market similar to Blender market. Best plugin developers won’t be attracted until they can’t make some money :roll_eyes:
I think you’ll wait many years to get awesome plugins , if it ever happens.

Godot 3 will be available this month as an official new version, with some paid devs working on it.
You’ll only get a a glimpse in the end of year about how Godot develops, what tools it gets and how fast, or how many releases you can expect per year.

But even with some hype and big hopes, this is too soon to make any estimation
Even Godot would grow most 3D artists and big game devs will choose complete, prooven and popular 3D engines offering more tools, more plugins, more tutorials, more support or more services.