As Godot users have noted, it was only a few years back that Godot was primarily being compared to Game Maker, but now it's far surpassed Game Maker in terms of activity. The momentum behind the project is quickly reaching the kind of critical mass Blender got a few years back. The audience most likely to switch right now is mobile devs, and that is a pretty big deal. Mobile is still Unity's biggest market, and gaming's biggest market by revenue. Godot's earliest proprietary versions shipped small projects for low-end platforms(Wii, PSP, older Android versions), and so it has had, from very early on, a good grounding for what most mobile games need - the performance profile for typical scenes, the types of assets(UI, animations, etc.), and the specifics of how behaviors and interactions are added. Historically, Unity has just been slightly better for time-to-market than everyone else in that space, but not because of performance - it's because of the additional platform API support, asset store, and other conveniences. And while Godot is not yet ready to pull off something at the scope of Genshin Impact, if it gets more devs that push in the direction of higher performance, better platform support, more scripts and plugins, it could start to be a very close alternative in the next year or two.
As a (non-AAA) mobile developer who just spent the last two weeks evaluating Godot -- I'm not switching any time soon -- Godot is just too clunky IMHO. -- Hope to see it progress in the future though. 🙂 -- But yeah as for the big AAA gacha games, it will be interesting to see what they do.
@@BrainSlugs83From what I gather, the big companies are just going ahead and developing their own engines, mainly by buying the right to use and independently develop preexisting engines. But this is 3rd hand info so take it with a grain of salt.
I think the backlash against Unity was very healthy for the industry as a whole. It reminded the big guys that they can't get away with shenanigans. It highlighted to the other engines what their weaknesses are. It made game developers rethink some of their decisions hopefully for the better. That said, all of these things take time to shake out. In the short term I wouldn't be surprised to see many people go back to Unity but in the longer term it will bring more options and competition between engines which is a great thing.
That if community decide to help godot. It lives from donations so I hope at least some of these people moving to it decide to donate a few USD to help it develop things still missing.
Completely understandable. It's hard to drop multiple years of experience with one engine to move to another and suddenly you're back to square one. Unity still messed up big time. I'm definitely moving to Godot.
Several years of experience with a sharp rock (Godot/Unity) doesn't mean it's a more valuable skill than little experience with a pickaxe (Unity/Godot), which is also worthless compared to little experience with an excavator (UE).
@@Hr1s7i There are no sharp rocks or excavators when it comes to game engines. Some people are a lot more productive using GameMaker than other people using UE. It also depends on what types of games you make, and which workflow makes the most sense to you. Also, little experience with an excavator probably means you can't even figure out how to turn it on. Meanwhile, the 10-year sharp-rock user is already half-way done.
I've been working in Unreal for quite a while and switched to Godot to see what the fuss was about. While it's current 3D workflow is unintuitive in many regards (especially coming from an engine so catered towards artists) it felt very snappy and satisfying to iterate and poke around in the engine itself. I found GDscript easier and quite a bit more satisfying to use than all the visual scripting I've done in Unreal. There are definitely rough edges and mainly in the 3D workspace, shaders and post processing in particular, and there could be a lot of ease-of-use improvements regarding asset work. But that's also what really pulls me towards Godot, and is a bit of a silver lining in this whole mess. The fact it's unfinished and rough means anyone can dig in and contribute to its improvement, especially now that so many new eyes have tried switching over. I personally have my hopes up for the little engine that could. Great video, great presentation, great points, definitely subscribing for future shenanigans.
Godot 4 is still relatively fresh out of the oven, hence some rough edges. They upgraded to Vulkan and reworked pretty much everything. 3D was imho kind of unusable before, now the future is looking bright.
Godot isn't the best, but it's a great option with the bonus of being open source and free. Console exports are a doozy, you need to go through a company to make the console ports for you... but that would probably be the case for other engines as well. What I wish folks to remember is that learning unity makes learning other engines easier. If you're in the middle of a project in unity you shouldn't switch. But for your next game, you'll know you'll be able to consider other engines not just on how much you know the engine, but also on its licensing and fees. Godot, Gamemaker, Construct, Gdevelop, you have options.
@@pik910 Yeah I'm impressed with the actual performance so far really. I had my eye on Godot for a while because it was open source, but it didn't look like it could do 3D effectively. Now that I've actually used it a bit I find myself thinking "man, why doesn't Unreal have this out-the-box" pretty often. It definitely has a ways to go in the 3D workspace and making it a bit friendlier to us lowly artists, but it's very promising!
Two of my favorite things about Godot so far is its direct integration with Blender, you never need to export anything. It will directly sync with the project and update godot in real time with any changes. And the very powerful animation player, being able to run code from it is super useful when it comes to timing anything
Huh? Not sure what you mean by this. I'm not aware of any direct integration. If you're talking about the import of .blend files, Godot doesn't import them. It supports them the exact same way Unity supports them, by looking for a Blender install on your system, using it to open your Blend file, it exports it to a compatible format (gLTF in Godot, FBX in Unity), and then imports THAT file in the background, not the Blend file itself. This workflow can lead to issues when working with teams, as you require everyone to have a Blender installation who will be accessing the project, it makes for a much longer asset import processing time since it has to do a Blender export as well for each file, and can also cause issues with the import in cases where different export settings in Blender might be needed. But for simple assets in a small personal project it can be fine for sure. But both Unity and Godot can do this by default.
We have been working with Unity for YEARS, when the Unity debacle started we decided to change the engine! And you know what? It was the best decision ever!
I've also developed game with Unity Engine for years, when the Unity debacle started we decided to stayed and see what will happen next. And you know what? It was the best decision ever! Unity felt sorry and trying to fix their mistake and I'll give them a chance to do that.
And you can say that a week after the Unity drama? You didn't even have enough time to properly play around with the new engine, whatever engine that is, let alone claim that switching was the best decision ever. How would you even know that?
@@adriank8792 So first of all, I was referring to us in the plural "we" and not just "I." We = Company And who says that as a persona I didn't have enough time to deal with other engines? I did work with Unity for years, but Unity isn't the only engine I've had anything to do with. Besides, this has been the best decision for us, because this way we could finally reorient ourselves and find a new focus. And for me in particular, it's been the best decision because I'm finally dealing with engines that I've always wanted to create with and I have to say I'm very happy with it. Satisfied with my answer?
Godot's biggest strength is it's accessibility, it's super easy and super quick to get your project going and iterating on it, but if you're already aquainted with another workflow the change will most likely slow you down
Also the fact that it consumes nothing from nothing. Godot is just a 50Mb game engine that can work easily in 4-8Go of RAM, and the exportation time is also very fast, I can either say that it's instant lol.
It depends a lot on how you want to use it. I used Unity with Visual Studio. Godot supports C# with Visual Studio, but the project setup was not quick or easy. Development is not quick or easy either. Perhaps if you use the built in text editor and GDScript it is a better experience, but then I would have to throw away a lot of code. My biggest issue is that Godot "supports" many things, but it does not "support" them equally.
Been using Godot for 2 years now, mostly for 2D hobby projects but built a commercial 3D project for my company's marketing department. It was insanely fast to make and performance was more than good enough for our purpose. GDScript is so easy to pick up and elegant that I would never want to use C# in Godot. And that's coming from someone who's developed in C# for over 10 years.
I 100% agree with you switching back to Unity if it better suits your project's needs, and the TOS is acceptable to you. I'm also a Unity dev and did annual engine evals in the past but stopped about 4-5 years ago because I became complacent and too comfortable in Unity. No longer. After all this blew up and I started looking at Godot, I also started a donation subscription to them. Even if I ultimately don't use Godot, It's my hope that Godot can become the Blender of GameDev in terms of quality and ease-of-use. I think we really need a viable Open Source option for commercial work. Godot Preview: It looks like you don't have a Camera 3D in the scene. If you add one, you should see a (Camera) preview tick box in each of the scene windows.
I think, he meant while your project is running, the viewport in the engine is not updating like in Unity. You can see the up to date scene tree with all properties, but not the visuals.
@@MrChick1984 Ah, ok. Yes, I haven't a found that yet. To be honest, though, I haven't looked very hard for that yet. (Only a cursory search.) I've been focused on other features. But, yeah, that would be a major problem it there is no Godot analog to a live scene view. I'll definitely do some looking into this tonight.
@@MrChick1984 if you make changes in the remote scene tree those changes should show up in the running project, live (as long as you have the right settings enabled).
@@MrChick1984 You can see the "visuals" if you click on the red camera button (behind the posioning/rotation/scaling buttons) in the scene editor while the project is running. It will override the in game camera to be the same as the editor camera. It will give you 90% to 99% of what you're looking for.
Solid game plan at the end there. Being as engine agnostic as possible will provide stability that's fully based on your own ability rather than anyone's C Suite.
Thanks for this video. Professionally I work in Unity, but as an indie game dev I work in Godot. I have started porting my (at the time) Godot -based 3 game to 4.0 since it stopped crashing every five minutes (it was not even in alpha at the time) and I have worked way more hours than I'd want to admit to help nail various bugs in the engine (sometimes absolutely insane bugs that I couldn't make up). So I can tell you that the dev team (and contributors!) have done absolutely incredible work over the past couple years, pretty much rewriting the whole engine from scratch, to fix some core design limitations and build a new Vulkan-based renderer. The fact that Godot 4 is already pretty usable and you can make and publish games with it - is amazing, however - in my opinion it shouldn't be considered rock-solid or truly production-ready for around 2 years still (now maybe18 months, IDK). It's not a fault of the Godot developers, it's just nature of software development. After a near complete rewrite you have so many bugs big and small, that finding and squashing them all will take more work than Godot 4 had available. Hopefully the team will be able to hire some new people to work full -time thanks to the new donations.
Regardless of which game engine you choose for your games, Godot's dev experience is quite comfortable. There are some things you need to get used to and some things that are a bit rough, but it's honestly a neat piece of software with huge potential. It kind of takes me back to the Blender 2.8 days waiting for 2.9 to drop that made it amazing and hasn't stopped being amazing.
Its nice to list all the shortcomings of godot right now. But I feel like it has some really nice advantages over unity. I did started godot after unity debacle and im amaze how polish it is for an open source engine. Signals are awesome. It is lightweight, good integration with vcs, script that doesnt take 30 second to build everytime you save a change (which drive me crazy on Unity). I port my 6 month old project from unity in a week and will not look back.
The difference is Unity is compiling your scripts every time they change, and giving you immediate feedback if there is a bug or analysis issue with your code... -- If you hit F6 in Visual Studio, it will just do it there instead (assuming you have the solution open and not just a folder full of files) but either way, it's much faster than Godot -- which recompiles everything every single time you hit F5 anyway (even if the code didn't change it recompiles!)... And at least for my use case (Mobile and VR development) -- Unity is a much faster workflow -- in Unity you just Hit F5 and it's running on your device in a few seconds -- but in Godot you have to export a full build and do a re-install to the device -- and that could take several minutes just to see a single line of code changed. -- Not to mention there's no inspector feedback of what's happening on the device in Godot, so you can't easily see what the code is doing or what's happening on the device from the editor... and you can't do any sort of remote debugging (correct me if I'm wrong and you know of a way to do it 🤞, but all I could find is using logcat 🤷♂).
@@BrainSlugs83 I don't know about Unity, but what kind of bullshit drugs you on with Godot? With Godot, you can get immediate feed back live from script changes while the game is running. C# is still being worked on for Godot, so I don't know what hurdles you need to go through to make it work. I don't have to do a re--install to the device. I am using WIndows 10 and GDscript with Godot. It runs fast and immediate with none of the shit you just mentioned.
Godot is now refocusing on decoupling C# from GDScript with big boost to performance, and many other things. Already with 4.3 it's gonna be a much better engine, especially for unity refugees. And this time next year it's gonna be much much better. And really for 99% of games anyone makes, Godot is more than enough already now.
I'm personally looking forward to being able to move from GDScript to Dlang(even if most of the things I like about Dlang have nothing to do with syntax), and the anticipated performance boost is exciting.
@@JakubSK I HATE catching errors at compile time!!!!!!! I LOVE when runtime errors happen! It FEELS amazing when my IDE has absolutely no idea about the type I'm working with
Lol, as someone who has lost all interest in the short term for using Unity and has completely jumped into the Godot ship, the title of this video gave me a good chuckle. Loved the video loved your decision. With that said, having switched to Godot myself, I would love to see Godot content in the future. I’m sure I don’t need to remind you to do what makes you happy though 😉
right godot really need a lot of published game, i personally will use godot on my most future projects..sadly the 4.0 is kinda not really great as of today a lot of WIP and its kinda sketchy to use it as solo game devs where you earn money from it not just side projects anymore.
Coming from an art background, I spent a good deal of time on Unreal using visual scripting, but found it limiting because I lack proper understanding in programming. I moved to Unity and still had difficulty grasping fundamentals, then I started using Godot and suddenly things started connecting more easily. While it's shortcomings are easy to spot, I just find the application much more accessible to use so far. I'll probably pick a better engine when I grasp the fundamentals better, but for now I like what Godot has to offer. I think the lack of bloat just makes the program easier to work with for a beginner.
Very good take TJ! Regarding your project (first of your videos I watched): The whole working on a multiplayer game as a solo dev is bound to be a pain in the ass imho, but I only say this because I also have been there. Biggest pain point is that you need extra people for testing whether things are fun, as it is a multiplayer game. My take on doing game dev as a hobby (completely unrelated, just felt like sharing): - Having fun is the goal and the best indicator for whether we should change our approach. So even if I would never finish a single project in my life, it's fine if I had fun along the way. - Don't overstress, it's a hobby - Only ignore advice that is aimed at full time devs, if your goals don't align with full time devs. - The obvious thing is, that it doesn't have to be profitable monetarily, so advice regarding this can be ignored - BUT it still has to be mentally sustainable, which in my experience won't be the case for overscoped things like 3d multiplayer games. - You CAN have bloated technical scope, but you HAVE TO balance this with tiny scope of the gameplay (ie MMO is possible, as long as the gameplay is ultra simplistic 2d stuff). - I'm certain that more than 99.99% of game devs at some point abandon an overscoped project. The pain it induces is a valuable, necessary and apparently unavoidable lesson :D
A very reasonable take, especially given the type of games you're making. Godot's fairly recent 4.0 release should be considered its first major attempt to make inroads into the 3D space. With many gamedevs fleeing from Unity now, I'm excitedly hopeful that Godot will only accelerate its development into 3D. For anything 2D, I'd argue that Godot has been unrivaled for quite some time now.
100% agree. I don’t make 2d games so I can’t name any specifics, but I’d assume that godot can do almost everything that Unity does for 2d while being lighter weight
I'm a junior developer (web, not game) but I'm trying to make games, I tried Unreal, Godot and Unity, I make 2D stuff. Why is Godot so ahead in the 2D field for you?
I'm all-in on Godot for my projects, but I 100% agree with your approach to moving the bulk of your work outside any engine and keeping all options open. I'm also doing the bulk of my work in Blender, and then using Godot to "preview" my assets.
Interesting. Are you doing that as a (partial) game developer or do you do that as a 3D artist? Are you aware of the Fly/Walk nav in Blender that also could provide a rudimentary way of previewing scenes.
Me and my brother discussed this quite a bit and had a lot of the same conclusions. I dont enjoy C++ and GODOT just isnt there yet. But the best part of all of this is that GODOT is going to get the attention and funding it needs to start becoming a competitor sooner then it would have been otherwise, so thats exciting at least.
Godot is not trying to compete with Unity. Godot tries to do its own thing. Can people just leave that competition mindset for a second, please? Not everything in this world revolves around competition. Why can't Godot and Unity just coexist? Each engine has a different take on game development.
@Cardshapedbox we aren't talking about direct competition, we are talking about being a real choice for commercial games, which it just isnt there yet. Also, not every point on the internet needs a soapbox, so you can step down. It's a friendly conversation!
@@myk3l9675I'm not having an unfriendly stance here, so I don't know what you're talking about. The amount of people talking about Godot competing with Unity has been overwhelming in the past days. It misses the point of these engines and in the long run can be harmful for the future development of Godot. Also, there are already commercial games made with Godot that are successful, specially 2D games.
1) Never feel bad for a decision that's right for you even if it's against the trend. 2) There's nothing in Unity multiplayer/networking structure that couldn't be ported elsewhere. You can always make the equivalent components on the new platform and then parse the Unity json scene files to copy the assigned structure. 3) If you want to make your networking platform agnostic, you will want to ditch the "idiotproof" high level implementations and work directly with low level yourself, serializing and deserializing data and picking transport layer. There's a steep learning curve but in the end it's very efficient and a breeze to troubleshoot and expand.
Yeah - you raise valid points through the video. Although I would a bit argue about the "Example 3D Project" in Godot. A lot about games goes to the quality of the assets used in it. If you use a very low-quality set of 3D assets in UE5, it will also make it look bad, even with all the Lumen and Nanite tech it has. I've basically started looking into Godot's 3D as a 3D Artist myself and it has some rough edges, but it also has some interesting options in it, like Shader's "Next Pass" being a default option in the inspector - which results in some really cool effects by combining shaders. The biggest drawback of Godot is probably Console Ports and Mobile deployment being more difficult, compared to Unity. Overall - yeah. Not the perfect engine, but it's surprisingly good for what it is.
your reasons for sticking with unity sound KIND of like why I can't bring myselft to switch to blender....20 years of Maya is hard to just throw away when I've spent so long refining my workflow and making custom tools etc...I REALLY want to switch though.
I do want to point out about the debugging thing, what with Godot making the running instance separate from the editor. There is a PR about making a more Unity-like behaviour (instead of having to use remote tree and camera override all the time) but as far as I'm aware it'll never be quite like Unity due to Godot keeping instances separate from the editor, so if your game crashes, it doesn't crash the editor (useful since you end up running individual scenes often which may try to do something that requires a reference or something that messes you up) The craziest thing about this situation is the timing. Godot 4 has been out officially for... less than a year! If this happened 1 or 2 years ago, it would have been an absolute disaster, but now there's more confidence in "Oh this is rough around the edges, but it's going to get there, there is a clear path". Also there are some very impressive 3D demos in Godot 4 (I think Wojek Pe? Did some good ones during the alphas/betas), you picked dissimilar art styles for your examples.
@@TJGameDev No worries! It's difficult to know which PR's are out there. Usually, keeping track of what Juan is proposing gets you an idea (though I'm not sure how involved he is in implementing, he just opens the discussion based on his knowledge of how the engine works). I mean heck, FSR 2.2 got merged today for Godot 4.2 and I had no idea it was being worked on xD
Godot does make it REALLY easy to run multiple instances thanks to being seperate instances though, so there is a tradeoff yes but there are also a lot of advantages. It takes some getting used to I guess but personally at least it was rare that I specifically wanted that feature in unity but not so rare that I wanted to have my game running on the side while reworking a scene live in the editor
I'm a Godot dev and I enjoyed your video, the way you explain the situation was really smart and well organized, I saw your point perfectly reasonable, even seems that instead of just thought this is best/worse/good/bad you created a plan, with its A and B options, that's so cool and different than other videos I saw. I hope that Godot growing will bring new things to the dev scene.
This seems like one of the most logical choices to do I see on the internet. If this video gets lots of dislikes that will only say a lot about the "game dev" community.
Actually, my first game engine is godot, but I find it really hard to grasp the main context. Then I use Unity, everything seems natural like the way they should be. I like the concept of GameObject, such fleksible and solid concept.
Godot can work the same way if you want it to, or other ways if your currentp roblem wants something else; if for you it's easier to think of a game object containing components then jsut struture your nodes so you have a gameobject node and children nodes that are components.
@@standardLit one script per node* but yes every single node can have a script *- you can make a manager script that uses resources or other scripts but that's a bit more involved
For me it was the opposite: I knew Unity since years but switched to Godot recently and found the node-based system with signals way more simple, intuitive and flexible.
I could never get into Unity when i started out but Godot just clicked for me, now I've worked with it for a while and Godot's workflow is great for me, especially in 2D. The Godot 4 Tilemap editor is great and GDScript is just fun and easy to use :)
10:36 In terms of art-assets, as I understand it you can use the majority of Assets from the Unity-Asset-Store in other Engines. Games from Scratch has a video on the specifics. So its not like you are stuck with Unity because you have a lot of assets from their store
Unity devs got saved with the last unity announcement (they went back on what they said), hope one mistake is enough for them... I really don't want to switch engines.
Really good video and really good points. But I would like to point out that the "3d game made in Godot vs unity" (7:21) part really wasn't a fair comparison. You pit a full development game with clear focus on gorgeous art against the dinky little intro to 3D demo that GDQuest put together for the sake of tutorial. A much more fair comparison would have been to use a recent build of Road to Vostok, a fantastic looking game that's now entirely in Godot. And it's an extra good example because it was originally made in Unity and has since been ported over to Godot and looks just as good. Most of Godot's lack of impressive 3D examples stem from the short time since Godot 4's release and just a lack of high fatality games being attempted with Godot in the first place. Not to say that Unity doesn't have some advantages over Godot in 3D, but that comparison struck me as particularly unfair.
Apparently assets that are not made by unity or unreal from their stores can be legally used in other engines. Unless asset has custom license, they both have that mentioned in their respective licenses
True. Of course, not everything can be exported. Models, textures, music and sound effects are fair game, even though you'll likely need to remake materials by hand. Obviously, scripts and tools are attached to specific engine.
@@TJGameDev actually there is a glugin for godot, that allows you to import your unity prefabs directly into godot. No blender necessary. Gamesfromscratch has a video, where he presents and discusses the project
Godot's demo projects are meant to be simple, to show a proper starting point. If you want to see how good it can get, there are lots of projects around TH-cam to check.
Appreciate your insights regarding Unity and Godot. Thoughtful, level headed and common sense perspectives while being careful not to be hostile. I am diving in to learn Godot and Unity and wondered about how code can be translated between the two of them. Subscribed and looking forward to more of your videos.
Just subscribed. I am a unity user myself, as a hobby game developer, I have always enjoyed the workflow and tools Unity provided. After the recent shenanigans,I decided to try out Godot, and so far I am taking a liking to it. I'll still develop in Unity, but I will also continue to learn Godot, and as it grows as an engine, I will grow and learn with it. (off topic, but would love to see a video of some of the "speedy, efficient" workflows you mentioned).
for the unity asset store, this has been touched by some youtubers on the topic and I looked at the EULA multiple times. You can use unity assets bought/downloaded from the Unity asset store as long as it does not say "None Standard License" If it says standard licenses you can use it on any other engine or project. Unreal has the same rule except the only time you cannot use their assets from their market place if it was made by EPIC, and it will say that in gold lettering on the asset on the right side in the asset page. Epic even stated this in their FAQ. Of course this does not apply to Meta Humans or Quixel Bridge as those things can only be used for the unreal engine legally.
give it another year and godot 3d will get so good. they just released 4.0 and currently they are mostly focused on bug fixes. Once they are done, Juan is gonna start focusing on improving the 3d renderer, with more advance ray tracing and stuff.
@@friendlyfox2189 This is true. But in one year it will not be that far progressed. Even with past releases they took a long time. What I am trying to say is that maybe in a few years Godot will be a contender for a good alternative 3D game engine. Right now having to write and make all your own tools and shaders to get what you need out of it isn't viable to a one man or small team. There are way better alternatives out there right now for a 3D engine. O3DE being one of those open source engines. I'm not here to bag on Godot. Just trying to say as a 3D engine it isn't there yet if you want to make a more realistic style game. Of course you could make a lowpoly stylized game. but for more realistic stuff it isn't there yet.
I was about to move to Unreal, and the main reason was that it was obvious that Unity wanted to implement a spy code in game builds that will count and report all installs of а game, no matter whether they are installs from stores or pirated ones. The 2nd reason was the "3 days login" requirement, which obviously is made to spy developer's activity in the editor and will cause a lot of problems when for some reason we haven't an internet access. Fortunately they renounced these evil intentions and I will continue with Unity editor.
I appreciate your take! I switched from Unity and am going full Godot personally, despite the limitations. I am a much more inexperienced game dev though, so it's okay for Godot to be young--we can grow together! Good luck to you on whatever you're working on now.
i'm making a UI heavy app. No need for 3d. When i learned that Godot 3.5 can export to the big 4 when using C# ... i started to move my project from unity to Godot today and it's great. All my C# logic just works. And the UI is better in Godot than unity... so for my project it's the right choice. Pick the engine that suits your project. If Unity is the one that fit your needs, then use that. You pay 2K pr year if you earn more than 200K. you pay 2.5% of what you earn over 1 million. .. sure, it's a cost but it's not the end of the world if your game make bank like that. If you want the best 3d, unreal is the only choice. Unity will not catch up in years to come. Godot for 2d, light 3d and UI. Flax engine for... maturing a few more years. lol. But yes, let's get more to choose to choose from. Nothing wrong with using Unity if that is what suits your project but if it's because you scare to learn something new, then that's not a good argument ;)
I love Godot, especially as a Linux user. Unity works in my distro, but not very well. Godot on the other hand worked like a charm from the moment I downloaded it. Granted, I'm not doing very fancy stuff, so for me, Godot is well enough capable. Also, I don't use C# in Godot, so I don't know how well that works compared to GDScript. And I haven't tried out Godot in Windows yet, so I can't speak of that experience. I like your measured approach and willingness to see good and bad with both Unity and Godot. Too many people are either "Godot only" or "Unity only". I like what you said about a game engine being a tool. It's the same way with programming languages. There is never wrong to learn a new language, even if one doesn't use it everyday or even if it's not "popular". More tools in one's toolbelt is always good. I use to ask people who love to bicker about "the best" language or game engine, "What is better, a hammer or a screwdriver?" People look at me funny, but my point is that they are both good, but they have different use cases. I think one reason why some people might not like Godot is GDScript, because it resembles Python too much, and apparently, there are many people who doesn't like Python. As an aside, my three go-to favourite languages are all hated within swathes of the programming community: Java, PHP and Python. :)
Excellent video! When I looked at the title I was like "oh, this guy is just trying to get back on the Unity train now that they went back on the bizarre fee". Boy I was wrong! Watched the entire video and you have your needs and reasons pretty well established. I respect that, I see you're going back with caution and you're not recommending everyone to come back either but presenting options! Thanks for sharing your experiences and decisions.
I am just starting with game development as a hobby, so I had a unique option to try different game engines without prior knowledge of game engines or development in general. Unity for a beginner is kinda unintuitive I would say. Hard to find something, some UI elements seem like nonsense and I was struggling without step by step tutorial. Granted, this would be much easier after some time, but it still put me off a bit. In Godot, UI made more sense to me, it was easier to find right tools, properties and as a complete beginner, I could work faster with Godot. Unity is definitely more powerful overall and learning it properly and fully would be more beneficial then to learn Godot. But at the same time learning Unity is tedious, while Godot is fun. I get those "rough edges" of Godot tho, it does have these issues or bugs here and there or unfinished features it seems, so I am hoping it will get eventually better and better. I will definitely stick with it! Also if I wanted to make mainly 3D, I think I would still choose Unity or maybe Unreal. But for 2D I feel Godot is the best choice right now.
The issue with Godot not having a realtime viewer in editor is compensated with the lightning fast launch times (although if you're computing a lot of stuff it gets longer)
I tried GoDot but as a designer, without a functional menu selection system without having to type and dig through a list of text just to create an object isn't a good workflow.
Would be glad to see you using Godot! But really can't imagine moving all the progress from engine to engine. Also for me the Godot was a lot more stable and faster, not a single crash for more than a year, renaming and etc. is instant. And it weights like 100mb!!! But yeah, it lacks some things. Like asset preview, it's just crazy. But there is an addon that fixes it! The community is really strong and the engine becomes better really fast.
@@keeganmcfarland7507 More than 2D, funnily enough. The best 3D Open Source engine right now is O3DE. Stride3D is great if you want to use C# and WickedEngine is a good alternative for C++, if O3DE is too much for you. Outside of open source, Flax Engine and NeoAxis are worth considering, too.
@@keeganmcfarland7507there's stride, which I heard is a lot like unity but open source, there's the wicked engine and bevy (bevy doesn't have an editor tho) I personally am using Godot for my 3D game, I feel it's plenty powerful for what I need
Good video, but I also think you can make good looking 3D games in Godot. Yes, it is true that it is easier to just do it in Unity, but Godot's 3D is getting better, which is actually really cool. As a game developer beginner, I really liked watching your perspective and I'm really glad I started learning using Godot and GDScript.
I've also heard that if you wanna make crazy good looking 3D games in Godot you must download the source code and modify the engine in C++ to suit your needs. Which is obviously out of the realm of possibilities for most game devs. But the fact that it's a possibility is what this is all about. You must pay good money to Unity or UE to do the same while it's completly free for Godot. This means theres room for improvement for Godot, but the amazing devs contributing to the OS project, the maintainers are doing an extra amazing job. I remember installing Godot back in 2014 or something like that and it was just so basic. It's incredible the speed of updates and features. I'm on the train that Godot is posing to be the true Blender of game engines. I'm also starting ("for real for real" this time) my journey as a gamedev so I have the advantage of not being anchored to any other tech, or the burden of having a indie studio with mouths to feed/employees to pay salaries so it's obviously an easy decision to me. My only financial responsability is myself because I also have no kids. So theres the context which varies from dev to dev. In that same line of thought I also think as I'm starting this as a hobbie but with my sight set in selling games in the hopefully not so far future my inmediate concern is learning the fundamentals of gamedev so I'm gonna get busy exclusively with 2D for the time being. It's better to fool around in 2D which is way less time consuming and much more resource friendly to my old laptop (until I can buy me a nice PC with more RAM, better processor and GPU). Good luck to all the devs here.
I've studied Unity for the past 6 months and after Unity's decision, I'm switching to Godot. I've been learning it and I'm glad that most knowledge gets transferred to it. So if you are just starting, maybe Godot is the answer, it's only going to get better.
Yeah godot seems a lot easier to learn. I can use unity because I spent years getting used to its weird stuff, but for a noob it must be confusing to know that you have to go through like 3 weird menus just to change a specific setting to fix an issue
I have been using Unity3d for 6 years and this fee things did make me more aware of other game engine. Godot is great game engine, but I am aware it still not at the place where I could make longer project, practice with DOTS, or port to console. I am using both though Unity3d and Godot.
Unity definitely has the advantage in terms of just how many things it can do due to how long its been around. I made a project in Godot and noticed that some features that I thought were standard, weren't so and had to work around it.
Glad you gave Godot the college try! It’s the engine I use but as said it’s a tool and you should use the one that fits what you’re doing. Keep it up and hopefully you don’t have to fully jump ship but if you do, we’re ready for you to join the collective 😆
Godot has no stencil buffer?! I didn't know that. That would've been a serious issue had I started using it, hopefully they add it in the future. Good thing I didn't bring it up to my boss (I was thinking about it), I used stencil operations in almost every project.
Godot is something that needs to improve, and Jaun needs to stop having an ego with users ACTUALLY trying to help and fix bugs (long story... but other maintainers/developers have posted on this). 3D drastically needs to improve, while it's finally on a vulkan api (yay) it's 3d is pretty outdated for what you can do, however doesn't mean you can make gorgeous stylized games, just that photo realistic games are not an option in godot (pales to Unity, Unreal, or heck even another open source project Stride). Another issue is how C# is implemented, it's being worked on but it's slow... Stride is 100% integrated with .net6 and .net7 is coming but Stride also lacks in documentation and education on the engine so other than it has perfectly integrated C# 10, a better renderer that's all I gotta say on that front.. As a C# developer I can't recommend Godot (yet), but by 4.5 once Jolt and Box2D become the main physics engines and C# even more tightly integrated I can finally start saying Godot is here instead of welp waiting on Godot 😂 I would love to see HDRP, Lumen, Nanite features in Godot but that's probably in 5.0 or beyond (maybe in even 6.0).
Thanks for the details, I’ve seen some concerning stuff about some of the community leads but since I don’t fully know the story I don’t want to speculate.
Unity screwing their devs was the best thing that could have happened to Godot, and therefore for game developers in general. I think the momentum will not slow down any time soon and Godot is bound to grow exponentially in the next couple years. The more developers who have games built in the engine, the more contributors there will be to further build the engine. Many new systems will be born out of necessity for developers in the next little while (many I'm sure to replicate the behaviors that people have gotten used to in Unity) and these will of course just further increase the ceiling of what Godot is capable of.
I have developed a bit in Unity, and tried Godot these last few days. It is rough. C# is the foster child in Godot, getting a lot less love, support and documentation. I can't see the interface of Godot objects. How do you set up the text of a Label? It's not SetText(...), I swear I tried 10 different things before getting it right. Setting up for debugging from Visual Studio took me hours. And it still doesn't work properly, running from VS does not compile the project. As you said, the game is not running in the editor. You can kind-of, sort-of see the hierarchy from the editor, but you can't click and select stuff. You need to code an additional debug camera, and a way to expose the selected object somehow. If you have a hierarchy where a script has linked some of its children, and you duplicate it... the links remain to the original children, not the newly created duplicates. There are many years' worth of polish Godot needs for it to catch up to Unity. Everything simply takes more time to do. There are some things that Godot is doing better, and it is improving, but especially if you want to push your personal projects and don't care about the corporate monetization, Unity might still be the better choice.
Clickbait title, but a very measured take. There are some legitimate reasons to remain with Unity at the moment (especially if you are mid-development). Godot is getting better and better all the time, and several of the features you mentioned are already in the works. I'm sure the increased funding from this whole fiasco will help too.
Frankly, I'm still too confused to know WTF to think on the Unity policy changes _or_ the backlash, things seem to still be developing and changing REALLY really quickly. But I do know I'm primarily Team C#, and I also feel (perhaps or perhaps not justifiably) averse to having to learn a whole 'nother API; that's always seemed like a pretty big cost to switching engines/frameworks/codebases/whatever-else-you-build-on-top-of no matter what you're changing from or to.
I've been using unity since... 2010 or something. Professionally since 2015. After that event, i was not very thrilled by Godot, and so i tried Bevy and got into learning Rust. But it wasn't really up to my expectations. Then i decided to move on to making my own engine in C++, something i've dreamt of doing for a long time but never did because i always got scared that it would be a too big of a task, and by what people were saying like "You do either an engine or a game" and that kind of stuff. In fact, it's surprisingly easier than i thought it would be. A few months later, i have a complete engine up and runninng, which is 100% mine. Yes it was hard, but no bullshit, nothing that works in ways that i don't like. The funny part is that i didn't even really went away from Unity because of these terms things, but more because there was a lot of things that i started to dislike about the direction of the engine took over the years. Especially how it pushes you to work with the editor itself so much and their features/systems. And if you don't work with these, its just as much work as making your own engine. Making your own engine just lets you design it the way you want it, you don't have a plethora of systems that you struggle to understand how it works and get kicked in the face when you don't use it in the way it's intended to, you don't have to constantly adapt so much around the tool, the tool adapts to your needs. I agree that having a lot of experience, both on the graphics side aswell as programming helped alot, and i wouldn't recommend this to anyone, because you need to know what you're doing. But since i already had a solid grasp about a lot of different subjects, it is a breeze. 100% would never go back to Unity. I finally feel like i am doing something rather than just trying to use a tool that feels like using an ocean liner to cross a lake when you just need a rowboat.
Definitely a good video. I am working on a game in Unity that I’m calling Stories from the Backrooms, and knowing that Godot is a good option helps a lot. Thank you!
Thanks, I'll use Godot a lot now on, but mostly for project and I'll stay on Unity for my most depending one. That way I'll be able to keep up with the Godot Updates and git gud while still using Unity!
The only thing that annoys me about Godot is the delayed compile of my scripts. That is better in Unity at the moment which is why I use Unity to debug, or rather prepare, my code before I move to Godot.
I think it really depends on what you're doing with the project and if you've already got a good start on it in Unity. I will certainly be considering Godot FIRST for any project, and using an old version of Unity if Godot will not handle my needs. Like you, I will not be buying any more Unity Assets (of which I have at least $10k worth), and I will never upgrade to 2023 LTS or beyond.
riccitiello being fired is a PR move to win trust back but he wasn't the sole decision maker, unity has played their hand. from going public, acquisitions, and slimey monetization schemes it's pretty obvious the direction they intend on going
Your strategy for your assets, along with Godot’s amazing foreign function interface that allowed the addition of C# as a Godot scripting language, is pretty solidly thought out. You convinced non-artsy me to bite the bullet and learn Blender first. I figure Unity won’t change their policy for at least two years, three tops, which is the golden window for Godot to get to 85% unity capable so that porting from Unity is even easier. They need to adopt code from other OSS software that runs faster than theirs, give them credit, and hopefully recruit the maintainers. My key requirement is easy Virtual Reality implementation: you’re gonna have to bite the bullet on the controller interfaces, but making a camera change to a VR camera as easy as setting a flag or a subroutine call at runtime is pretty much what I am looking for. A well thought out argument, with good advice on agnostic asset purchasing and development! So far, you’re getting much love and no flames. Thanks for the boot to learn Blender!
First: good video, I know it has been done from respect and persponal honest experinece. Second: the problem with Unity is not what they do now, and as a young person I know it's hard to take into account things that happened in the past, but with more than 23 years on my back I can tell you what's happening with Unity from my own POV (it may be the reality or it may be skewed, who knows) The problem with Unity is that they demonstrated that in the very second they want to change things anbd force any company to pay a ton of money more, they can do so, if they want to change the rules up to the point that it's not super horrible but horrible enough to put you in trouble, they can do so, and you can do nothin, so in the end the problem with Unity is not the engine, which is fantastic in many things, the problem with Unity is that the company cannot be trusted, and when you say that you cannot plan ahead to three years, wll if you want to produce a medium game you have to plan ahead to three years, it's a need, not an option, and with that in mind you cannot risk Unity changing their license again at mid way and make you to pay a ton or to loose your main work tool. Imagine that they remove the free tier and they rises up the subs price to 500€ / month, absurd, right? well, it is, but they CAN actually do that, it was absurd to remove the mid tier license, but they did it, in the same way they did many absurd things, so the main question is not wether or not Godot is better than Unity or not (being one of the first windows users of Unity I can tell you that the conversation at that time was the same but against engines that many people don't know the name of because the license price was not for individuals or indies). The question is: can you trust your life work and your project to Unity as a company? Now think about the true costs of starting a project today with Unity and being forced to shift in two years with the project being near the release, also think the costs of having to maintain a game made with Unity (like ffixign it, released improvements and extension) but with licensing conditions that may be draconian. So the question is: are you willing to take the risk and put your work, your company and your life in the hands of a company like Unity? If you answer is YES, then go ahead, no questions asked. If you answer is NO, while your resoning is interesting and honest I would review that reasoning. Just a heads up, not a roast or anything, as I said at the beggning, good video :)
Been using Godot as a contractor/commission freelancer for years, and currently building small commercial projects in Godot 3.5 (won't touch 4.x for anything meant to be released, it is far from ready)-- and Godot is only good for small games. The underlying structure of Godot does not allow for performance, which is not good for anything bigger than small commercial projects. Juan keeps telling professional engine developers they don't know what they are talking about, time and time again, it is ridiculous. Never get into Godot thinking it is going to be replacement for Unity-- it isn't, and will never be. Also, Godot isn't a "young" engine, it has been around for 20 years, this is a misconception from people who just hadn't heard about it. Also, keep in mind, none of Godot's developers are "professional engine devs" and they only hire from Godot contributors who 100% agree with Juan, so it isn't going to catch up to Unity.
Thanks for the feedback, it’s hard to sort through who actually knows what they’re talking about and who’s a fanboy. The performance discourse sometimes goes over my head, especially the raycast example that everyone’s been talking about
@TJGameDev I like Godot, get paid to build small games with it, happy to do so. I understand where Godot sits on the food chain. But, I've also been part of very experienced teams that tried to build larger games with it-- all of whom had to switch engines (4 included). I've also been a part of the Godot community for severals years, and that included as a Godot community mod until I resigned. The tone deafness of the Godot leadership is clear, once you get an inside look. I've experienced it, other mods have experienced it, paid Godot developers have experienced it. We've all tried to be reasonable in the beginning. In the early stages of my Godot journey, I definitely used to fan-girl it, but as I worked on bigger projects for/with people... and saw the issues pro devs were having over years... it became clear how lacking Godot actually is. If you look at what pro engine engineers have been saying about Godot over the last week. It's just validating what we've tried to tell Godot leadership was coming from the pro industry devs for years-- they just don't listen. The primary response that comes out of Juan is "You don't understand Godot's source" over and over. As actual proper alternatives to Unity, you probably want to look into Stride (MIT open source and battle tested as a former AAA engine) or Flax.
I'm curious to hear more about the 3D limitations you have noticed in Godot. Were you using 3.5 or 4? I only ask because I know that Godot 4 made a LOT of improvements for 3D games.
yes, it has made a lot of improvements. But the lack of stencil buffers, limited options for post processing, and gpu instancing are all things I was using in Unity. Along with volumetric lighting
@@TJGameDev awesome that's exactly what I was wondering. I hear a lot of devs say Godot is missing features, but rarely does anyone actually address what features it's missing specifically. So thank you very much for stating what you're missing
@@TJGameDev Stencil support is coming for 4.2 (2 months), and gpu instancing is automatic when you are using MeshInstance. I'm not sure what you mean by volumetric lighting, if you're speaking about something like god rays you can do that in godot with volumetric fog (4.x)
One thing that bugs me is that the project manager is still garbage in 4.x and whenever it is mentioned again, it is somehow hated. This does not produce a welcoming feeling for beginners and etc. (one of the reasons why it is so bad is that you can start multiple downloads but only the first one is actually saved to the computer. Because the editor is forcibly opened and that throws away everything else. This could get really expensive on a metered connection)
I completely moved to Godot: 1. my focus is on 2D games, 2. I enjoy GDscript syntax (Python), 3. I took me around 3 months to port a work in progress project from Unity to Godot, and for every feature I found Godot to be much easier to work with.
As a solo dev working on a dream project for about a decade, and coming close to seeing the finish line, it's near impossible for me to pack up my bags and leave Unity... I found this video really helpful, a special thanks for bringing that cloth asset to my attention, was just what I needed! Really neat video, subscribed! 👏
Awesome video friend. Also that is an awesome name you've got there. Its fun looking at this 7 months later. I am a long time Godot dev because in my real life I am a Linux engineer. I like OSS. I really appreciate you views best of luck with unity. I think people should use the tools they like and work for them.
It's been long now and I'm still learning godot to me godot is the perfect engine for stylish games like ps1 looking games or cartoony games etc. I don't think I even plan to make realistic games anyway
@@TJGameDev thanks I hope you learn godot too what is happening to unity is very frustrating to you unity users and I hope things will get better for you guys very soon
ive used unity for 3 years and have one game on steam made in it, but i also spent a week in godot and like it alot! so im at a cross roads and not sure how to continue
00:00 🎮 Unity faced backlash for proposed changes, leading some developers to explore alternatives like Godot. 04:49 🔄 Unity remains preferable for experienced developers due to established workflows and advanced features like Burst Compiler. 08:06 📈 Supporting Godot's development fosters healthy competition and encourages engine innovation. 10:38 🛠 Minimize engine dependency by writing engine-agnostic code and diversifying asset sources. 12:01 🤔 Unity's reversal of changes isn't enough; trust can be regained through transparent policies and respect for developers' concerns.
Basically agree with everything you've said here. I see the writing on the walls for Unity as a company but bad business decisions aren't anything new from them. Until the engine is no longer supported... I ain't leavin. Thanks for the book recommendation and also you're looking YOKED.
Appreciate the well-balanced discussion on this. Godot has been really tempting, especially because it's such a light program. But I think, with my programming background and having touched both Unity and Unreal before - in the words of Jaws, I think I need a bigger boat than Godot, at least one that I can trust to be more stable and mature for now.
Great video. I just spent a week with Godot, and I'm really liking it (for the most part). But I'm also starting a new project, and I'm really considering reinstalling Unity because it's the engine I'm most comfortable with, and I have a super tight deadline that I want to hit. You gave me a lot to think about.
What I got from it is... Do what you need now with Unity while you can and run for the hills as soon as you can. So basically, work what you need on Unity but train yourself in another one, "just in case" (and sometimes you can even select the stronger engine for a project). Don't let your guard down, they didn't apologize exactly on "Well we were mistaken", it was more "Well we miscomunicated", and there as no miss on this communication, they just didn't expected the backlash of this level.
@@GabdaRocurExactly. I'm going to continue learning Godot, but for this next project, I'm going to use Unity and work like hell to finish it and get proficient enough in Godot before the next update.
@@GabdaRocur they did say they were mistaken on the edge cases, and they did say the option for % made the whole system better for that. there's a runtime fee calculator on their website now as well, which indeed shows that in many, if not most cases, the runtime fee is cheaper or similar to the 2.5% cap. the only thing that still stings is the retroactive TOS attempt, but seeing how much power consumers have these past weeks, we just pray that next time everyone will stick together again.
@@kaasronald3623 They said because they needed, that would be the minimum, unfortunately, you need to see what they meant, not only what are their PR words, carefully choosen. The runtime fee should have been there for a long time so they could avoid some problem. And still the runtime fee continuing to be there is odd, they just don't want to be completely mistaken, if they just put 2.5% without it they would be completely mistaken and if the idea is to get more money (something everyone of us know they need), why not just use the 2.5%? As you said it is the lesser and continues to be fair or wouldn't you pay 2.5% after R$1.000.00? They make it complex because they are postponing it, they will try again later when everything cools down. Otherwise they would just undo this part. And the TOS is just a Son of a B**** thing to do. Imagine you buying apples from someone for 20 cents, selling it the whole year for 50 cents, then suddently the guy comes and say "well now for each one of the apples you sold in the past I will want 0.1 cents per bite in the apple and only I know this". Don't forget, It's not because it's on THEIR website that: #1 - Is legal (the debate continues on that, HOW they get this info) #2 - Is correct (again, is it correct?) #3 - If they have ALL controll over the data, could they fake data to bill you more? And some of them would not occurr now, for example, fake data would be useless for them right now (unless is downwards), but what if they had continue ONLY with the runtime?
Godot 4+ is a plus-plus specially for both easier visual scripting and better 2D project potentials (although Unity has arsenal of tools unlike Godot but some of these locked behind paywalls), while UE 5.3 is now a standard game engine for all types of 3D projects (indie~AAA) due to both Nanite and Lumen that further boosts game performance (making even low-end platforms/devices enable to run and play those AAA UE5.3 games) And as future indie dev, I want both of these game engines depending on dimension of my future projects (2D or 3D). I was supposed to test both Godot and Unity to find out which is better for my 2D projects until I found out about Unity drama. *English isn't my main language so it is what it is 😅* Note: Be careful of those mobile cashgrabs (most of these made in Unity) because these were worse than our mobile nostalgic games back then
As Godot users have noted, it was only a few years back that Godot was primarily being compared to Game Maker, but now it's far surpassed Game Maker in terms of activity. The momentum behind the project is quickly reaching the kind of critical mass Blender got a few years back.
The audience most likely to switch right now is mobile devs, and that is a pretty big deal. Mobile is still Unity's biggest market, and gaming's biggest market by revenue. Godot's earliest proprietary versions shipped small projects for low-end platforms(Wii, PSP, older Android versions), and so it has had, from very early on, a good grounding for what most mobile games need - the performance profile for typical scenes, the types of assets(UI, animations, etc.), and the specifics of how behaviors and interactions are added. Historically, Unity has just been slightly better for time-to-market than everyone else in that space, but not because of performance - it's because of the additional platform API support, asset store, and other conveniences. And while Godot is not yet ready to pull off something at the scope of Genshin Impact, if it gets more devs that push in the direction of higher performance, better platform support, more scripts and plugins, it could start to be a very close alternative in the next year or two.
Yeah good points, Im not a mobile dev so I dont know much about that market, but good points on Genshin. Thanks for sharing
As a (non-AAA) mobile developer who just spent the last two weeks evaluating Godot -- I'm not switching any time soon -- Godot is just too clunky IMHO. -- Hope to see it progress in the future though. 🙂 -- But yeah as for the big AAA gacha games, it will be interesting to see what they do.
@@BrainSlugs83From what I gather, the big companies are just going ahead and developing their own engines, mainly by buying the right to use and independently develop preexisting engines. But this is 3rd hand info so take it with a grain of salt.
...if only Godot also has console support tho-
@alyasVictorio It does if you've got the money to pay a porting company, there's a good few who can port the game for you.
I think the backlash against Unity was very healthy for the industry as a whole. It reminded the big guys that they can't get away with shenanigans. It highlighted to the other engines what their weaknesses are. It made game developers rethink some of their decisions hopefully for the better.
That said, all of these things take time to shake out. In the short term I wouldn't be surprised to see many people go back to Unity but in the longer term it will bring more options and competition between engines which is a great thing.
All good points, well said
meanwhile reddit was allowed to pull its bullshit and knew people would give up on crying about it eventually.
That's part of the plan:
> do sth stupid
> outcry
> sorry
> do the real thing they want to do
> forgiven
> Fin
That if community decide to help godot. It lives from donations so I hope at least some of these people moving to it decide to donate a few USD to help it develop things still missing.
@@tiagodagostiniI hope so too. Fortunately the Godot team doesn't have 7000 employees to pay (unlike Unity 👀)
Completely understandable. It's hard to drop multiple years of experience with one engine to move to another and suddenly you're back to square one. Unity still messed up big time. I'm definitely moving to Godot.
Totally respect you moving, it’s an individual decision. best of luck!
@@TJGameDevdid you consider it you are not falling for the sunk cost fallacy
@@seekyunbounded9273 Did he not list out a multitude of issues with Godot that make it inferior?
Several years of experience with a sharp rock (Godot/Unity) doesn't mean it's a more valuable skill than little experience with a pickaxe (Unity/Godot), which is also worthless compared to little experience with an excavator (UE).
@@Hr1s7i There are no sharp rocks or excavators when it comes to game engines. Some people are a lot more productive using GameMaker than other people using UE. It also depends on what types of games you make, and which workflow makes the most sense to you. Also, little experience with an excavator probably means you can't even figure out how to turn it on. Meanwhile, the 10-year sharp-rock user is already half-way done.
I've been working in Unreal for quite a while and switched to Godot to see what the fuss was about. While it's current 3D workflow is unintuitive in many regards (especially coming from an engine so catered towards artists) it felt very snappy and satisfying to iterate and poke around in the engine itself. I found GDscript easier and quite a bit more satisfying to use than all the visual scripting I've done in Unreal. There are definitely rough edges and mainly in the 3D workspace, shaders and post processing in particular, and there could be a lot of ease-of-use improvements regarding asset work. But that's also what really pulls me towards Godot, and is a bit of a silver lining in this whole mess. The fact it's unfinished and rough means anyone can dig in and contribute to its improvement, especially now that so many new eyes have tried switching over. I personally have my hopes up for the little engine that could. Great video, great presentation, great points, definitely subscribing for future shenanigans.
Thanks so much man, I really appreciate it. Planning several future shenanigans
@@TJGameDev can't wait to see em, shenan away
Godot 4 is still relatively fresh out of the oven, hence some rough edges. They upgraded to Vulkan and reworked pretty much everything. 3D was imho kind of unusable before, now the future is looking bright.
Godot isn't the best, but it's a great option with the bonus of being open source and free. Console exports are a doozy, you need to go through a company to make the console ports for you... but that would probably be the case for other engines as well.
What I wish folks to remember is that learning unity makes learning other engines easier.
If you're in the middle of a project in unity you shouldn't switch. But for your next game, you'll know you'll be able to consider other engines not just on how much you know the engine, but also on its licensing and fees.
Godot, Gamemaker, Construct, Gdevelop, you have options.
@@pik910 Yeah I'm impressed with the actual performance so far really. I had my eye on Godot for a while because it was open source, but it didn't look like it could do 3D effectively. Now that I've actually used it a bit I find myself thinking "man, why doesn't Unreal have this out-the-box" pretty often. It definitely has a ways to go in the 3D workspace and making it a bit friendlier to us lowly artists, but it's very promising!
Two of my favorite things about Godot so far is its direct integration with Blender, you never need to export anything. It will directly sync with the project and update godot in real time with any changes. And the very powerful animation player, being able to run code from it is super useful when it comes to timing anything
This sounds wonderful. I've been waiting for years for Unity to work smoother with Blender.
Huh? Not sure what you mean by this. I'm not aware of any direct integration. If you're talking about the import of .blend files, Godot doesn't import them. It supports them the exact same way Unity supports them, by looking for a Blender install on your system, using it to open your Blend file, it exports it to a compatible format (gLTF in Godot, FBX in Unity), and then imports THAT file in the background, not the Blend file itself.
This workflow can lead to issues when working with teams, as you require everyone to have a Blender installation who will be accessing the project, it makes for a much longer asset import processing time since it has to do a Blender export as well for each file, and can also cause issues with the import in cases where different export settings in Blender might be needed.
But for simple assets in a small personal project it can be fine for sure. But both Unity and Godot can do this by default.
I'm a big fan of Godot and I plan on using it for years to come. Yet, I think it is important to point out the things it's not great at just yet.
Godot is only good if u know c+
false@@AspergersStudio
Agreeded, I want to know what sucks so I can get them fixed or maybe. I can learn how the engine works and attempt to do it myself.
@@AspergersStudio TO be frank, if you want to be serious about doing a serious game (not a tiny platform or mobile game) you better learn C++ anyway.
@@AspergersStudio no?
We have been working with Unity for YEARS, when the Unity debacle started we decided to change the engine! And you know what? It was the best decision ever!
Changed for which one ? And why was it the best decision ever ? I guess you wouldn't call that just because you get shielded from Unity's BS.
I've also developed game with Unity Engine for years, when the Unity debacle started we decided to stayed and see what will happen next. And you know what? It was the best decision ever!
Unity felt sorry and trying to fix their mistake and I'll give them a chance to do that.
And you can say that a week after the Unity drama? You didn't even have enough time to properly play around with the new engine, whatever engine that is, let alone claim that switching was the best decision ever. How would you even know that?
@@adriank8792 So first of all, I was referring to us in the plural "we" and not just "I." We = Company
And who says that as a persona I didn't have enough time to deal with other engines? I did work with Unity for years, but Unity isn't the only engine I've had anything to do with. Besides, this has been the best decision for us, because this way we could finally reorient ourselves and find a new focus. And for me in particular, it's been the best decision because I'm finally dealing with engines that I've always wanted to create with and I have to say I'm very happy with it. Satisfied with my answer?
Nice, best of luck!
Godot's biggest strength is it's accessibility, it's super easy and super quick to get your project going and iterating on it, but if you're already aquainted with another workflow the change will most likely slow you down
Good point, totally agree that gdscript made iterating so fast
Also the fact that it consumes nothing from nothing. Godot is just a 50Mb game engine that can work easily in 4-8Go of RAM, and the exportation time is also very fast, I can either say that it's instant lol.
I was literally able to use godot on my school chromebook straight on the web. That's how lightweight it is.
It depends a lot on how you want to use it. I used Unity with Visual Studio. Godot supports C# with Visual Studio, but the project setup was not quick or easy. Development is not quick or easy either.
Perhaps if you use the built in text editor and GDScript it is a better experience, but then I would have to throw away a lot of code.
My biggest issue is that Godot "supports" many things, but it does not "support" them equally.
Been using Godot for 2 years now, mostly for 2D hobby projects but built a commercial 3D project for my company's marketing department. It was insanely fast to make and performance was more than good enough for our purpose. GDScript is so easy to pick up and elegant that I would never want to use C# in Godot. And that's coming from someone who's developed in C# for over 10 years.
I 100% agree with you switching back to Unity if it better suits your project's needs, and the TOS is acceptable to you.
I'm also a Unity dev and did annual engine evals in the past but stopped about 4-5 years ago because I became complacent and too comfortable in Unity. No longer.
After all this blew up and I started looking at Godot, I also started a donation subscription to them. Even if I ultimately don't use Godot, It's my hope that Godot can become the Blender of GameDev in terms of quality and ease-of-use. I think we really need a viable Open Source option for commercial work.
Godot Preview: It looks like you don't have a Camera 3D in the scene. If you add one, you should see a (Camera) preview tick box in each of the scene windows.
100% agree with you on the hope that godot becomes the blender of gamedev
I think, he meant while your project is running, the viewport in the engine is not updating like in Unity. You can see the up to date scene tree with all properties, but not the visuals.
@@MrChick1984 Ah, ok. Yes, I haven't a found that yet. To be honest, though, I haven't looked very hard for that yet. (Only a cursory search.) I've been focused on other features.
But, yeah, that would be a major problem it there is no Godot analog to a live scene view. I'll definitely do some looking into this tonight.
@@MrChick1984 if you make changes in the remote scene tree those changes should show up in the running project, live (as long as you have the right settings enabled).
@@MrChick1984 You can see the "visuals" if you click on the red camera button (behind the posioning/rotation/scaling buttons) in the scene editor while the project is running. It will override the in game camera to be the same as the editor camera. It will give you 90% to 99% of what you're looking for.
Solid game plan at the end there. Being as engine agnostic as possible will provide stability that's fully based on your own ability rather than anyone's C Suite.
Thanks for this video.
Professionally I work in Unity, but as an indie game dev I work in Godot. I have started porting my (at the time) Godot -based 3 game to 4.0 since it stopped crashing every five minutes (it was not even in alpha at the time) and I have worked way more hours than I'd want to admit to help nail various bugs in the engine (sometimes absolutely insane bugs that I couldn't make up).
So I can tell you that the dev team (and contributors!) have done absolutely incredible work over the past couple years, pretty much rewriting the whole engine from scratch, to fix some core design limitations and build a new Vulkan-based renderer. The fact that Godot 4 is already pretty usable and you can make and publish games with it - is amazing, however - in my opinion it shouldn't be considered rock-solid or truly production-ready for around 2 years still (now maybe18 months, IDK).
It's not a fault of the Godot developers, it's just nature of software development. After a near complete rewrite you have so many bugs big and small, that finding and squashing them all will take more work than Godot 4 had available. Hopefully the team will be able to hire some new people to work full -time thanks to the new donations.
Awesome, thanks for the detailed write up!
As a software dev, I appreciate you sharing your experiences with both engines.
Thanks man!
Regardless of which game engine you choose for your games, Godot's dev experience is quite comfortable. There are some things you need to get used to and some things that are a bit rough, but it's honestly a neat piece of software with huge potential. It kind of takes me back to the Blender 2.8 days waiting for 2.9 to drop that made it amazing and hasn't stopped being amazing.
Yeah I’m hoping it follows a similar path as blender and just gets better and better
Its nice to list all the shortcomings of godot right now. But I feel like it has some really nice advantages over unity. I did started godot after unity debacle and im amaze how polish it is for an open source engine. Signals are awesome. It is lightweight, good integration with vcs, script that doesnt take 30 second to build everytime you save a change (which drive me crazy on Unity). I port my 6 month old project from unity in a week and will not look back.
Yeah you’re right thanks for the feedback
The difference is Unity is compiling your scripts every time they change, and giving you immediate feedback if there is a bug or analysis issue with your code... -- If you hit F6 in Visual Studio, it will just do it there instead (assuming you have the solution open and not just a folder full of files) but either way, it's much faster than Godot -- which recompiles everything every single time you hit F5 anyway (even if the code didn't change it recompiles!)...
And at least for my use case (Mobile and VR development) -- Unity is a much faster workflow -- in Unity you just Hit F5 and it's running on your device in a few seconds -- but in Godot you have to export a full build and do a re-install to the device -- and that could take several minutes just to see a single line of code changed. -- Not to mention there's no inspector feedback of what's happening on the device in Godot, so you can't easily see what the code is doing or what's happening on the device from the editor... and you can't do any sort of remote debugging (correct me if I'm wrong and you know of a way to do it 🤞, but all I could find is using logcat 🤷♂).
@@BrainSlugs83 nobody cares man, using unity is like watching someone else have sexual relations with your wife, and whoever uses unity is a cuck
@@BrainSlugs83 I don't know about Unity, but what kind of bullshit drugs you on with Godot? With Godot, you can get immediate feed back live from script changes while the game is running. C# is still being worked on for Godot, so I don't know what hurdles you need to go through to make it work. I don't have to do a re--install to the device. I am using WIndows 10 and GDscript with Godot. It runs fast and immediate with none of the shit you just mentioned.
Godot is now refocusing on decoupling C# from GDScript with big boost to performance, and many other things. Already with 4.3 it's gonna be a much better engine, especially for unity refugees. And this time next year it's gonna be much much better. And really for 99% of games anyone makes, Godot is more than enough already now.
I'm personally looking forward to being able to move from GDScript to Dlang(even if most of the things I like about Dlang have nothing to do with syntax), and the anticipated performance boost is exciting.
@@JakubSKthis is to c#’s benefit lol
@@JakubSK oh you're trolling ok
@@JakubSK I HATE catching errors at compile time!!!!!!! I LOVE when runtime errors happen! It FEELS amazing when my IDE has absolutely no idea about the type I'm working with
Lol, as someone who has lost all interest in the short term for using Unity and has completely jumped into the Godot ship, the title of this video gave me a good chuckle. Loved the video loved your decision. With that said, having switched to Godot myself, I would love to see Godot content in the future. I’m sure I don’t need to remind you to do what makes you happy though 😉
Haha I really appreciate your take. I hope godot works great for you and who knows, maybe in a few updates Ill join you on the ship.
right godot really need a lot of published game, i personally will use godot on my most future projects..sadly the 4.0 is kinda not really great as of today a lot of WIP and its kinda sketchy to use it as solo game devs where you earn money from it not just side projects anymore.
Yeah this makes the most logical sense, everyone needs to look at their own situation. Also bro looking good with the lean cut
Thanks man, hope you’re been doing well! We need to reconnect
Coming from an art background, I spent a good deal of time on Unreal using visual scripting, but found it limiting because I lack proper understanding in programming. I moved to Unity and still had difficulty grasping fundamentals, then I started using Godot and suddenly things started connecting more easily.
While it's shortcomings are easy to spot, I just find the application much more accessible to use so far. I'll probably pick a better engine when I grasp the fundamentals better, but for now I like what Godot has to offer. I think the lack of bloat just makes the program easier to work with for a beginner.
Very good take TJ!
Regarding your project (first of your videos I watched):
The whole working on a multiplayer game as a solo dev is bound to be a pain in the ass imho, but I only say this because I also have been there. Biggest pain point is that you need extra people for testing whether things are fun, as it is a multiplayer game.
My take on doing game dev as a hobby (completely unrelated, just felt like sharing):
- Having fun is the goal and the best indicator for whether we should change our approach. So even if I would never finish a single project in my life, it's fine if I had fun along the way.
- Don't overstress, it's a hobby
- Only ignore advice that is aimed at full time devs, if your goals don't align with full time devs.
- The obvious thing is, that it doesn't have to be profitable monetarily, so advice regarding this can be ignored
- BUT it still has to be mentally sustainable, which in my experience won't be the case for overscoped things like 3d multiplayer games.
- You CAN have bloated technical scope, but you HAVE TO balance this with tiny scope of the gameplay (ie MMO is possible, as long as the gameplay is ultra simplistic 2d stuff).
- I'm certain that more than 99.99% of game devs at some point abandon an overscoped project. The pain it induces is a valuable, necessary and apparently unavoidable lesson :D
Thanks for all the advice man, I’ll consider all of it
Multiplayer in Godot is actually relatively easy. Doing it for 3+ years now.
A very reasonable take, especially given the type of games you're making. Godot's fairly recent 4.0 release should be considered its first major attempt to make inroads into the 3D space. With many gamedevs fleeing from Unity now, I'm excitedly hopeful that Godot will only accelerate its development into 3D.
For anything 2D, I'd argue that Godot has been unrivaled for quite some time now.
100% agree. I don’t make 2d games so I can’t name any specifics, but I’d assume that godot can do almost everything that Unity does for 2d while being lighter weight
I'm a junior developer (web, not game) but I'm trying to make games, I tried Unreal, Godot and Unity, I make 2D stuff. Why is Godot so ahead in the 2D field for you?
I'm all-in on Godot for my projects, but I 100% agree with your approach to moving the bulk of your work outside any engine and keeping all options open. I'm also doing the bulk of my work in Blender, and then using Godot to "preview" my assets.
Great point!
Interesting. Are you doing that as a (partial) game developer or do you do that as a 3D artist? Are you aware of the Fly/Walk nav in Blender that also could provide a rudimentary way of previewing scenes.
Me and my brother discussed this quite a bit and had a lot of the same conclusions. I dont enjoy C++ and GODOT just isnt there yet. But the best part of all of this is that GODOT is going to get the attention and funding it needs to start becoming a competitor sooner then it would have been otherwise, so thats exciting at least.
why use C++? why not gdscript
100%
Godot is not trying to compete with Unity. Godot tries to do its own thing. Can people just leave that competition mindset for a second, please? Not everything in this world revolves around competition. Why can't Godot and Unity just coexist? Each engine has a different take on game development.
@Cardshapedbox we aren't talking about direct competition, we are talking about being a real choice for commercial games, which it just isnt there yet. Also, not every point on the internet needs a soapbox, so you can step down. It's a friendly conversation!
@@myk3l9675I'm not having an unfriendly stance here, so I don't know what you're talking about. The amount of people talking about Godot competing with Unity has been overwhelming in the past days. It misses the point of these engines and in the long run can be harmful for the future development of Godot. Also, there are already commercial games made with Godot that are successful, specially 2D games.
1) Never feel bad for a decision that's right for you even if it's against the trend.
2) There's nothing in Unity multiplayer/networking structure that couldn't be ported elsewhere. You can always make the equivalent components on the new platform and then parse the Unity json scene files to copy the assigned structure.
3) If you want to make your networking platform agnostic, you will want to ditch the "idiotproof" high level implementations and work directly with low level yourself, serializing and deserializing data and picking transport layer. There's a steep learning curve but in the end it's very efficient and a breeze to troubleshoot and expand.
Totally valid point. I was using a lot of “idiot proof” boilerplate stuff so switching off it would probably be best
Yeah - you raise valid points through the video. Although I would a bit argue about the "Example 3D Project" in Godot. A lot about games goes to the quality of the assets used in it. If you use a very low-quality set of 3D assets in UE5, it will also make it look bad, even with all the Lumen and Nanite tech it has.
I've basically started looking into Godot's 3D as a 3D Artist myself and it has some rough edges, but it also has some interesting options in it, like Shader's "Next Pass" being a default option in the inspector - which results in some really cool effects by combining shaders.
The biggest drawback of Godot is probably Console Ports and Mobile deployment being more difficult, compared to Unity.
Overall - yeah. Not the perfect engine, but it's surprisingly good for what it is.
Thanks for the feedback, I used the next pass when testing that outline shader. Your right though I’m sure there’s more I could learn about it’s 3d
your reasons for sticking with unity sound KIND of like why I can't bring myselft to switch to blender....20 years of Maya is hard to just throw away when I've spent so long refining my workflow and making custom tools etc...I REALLY want to switch though.
Totally makes sense. It’s not the tools it’s the sculptor
I do want to point out about the debugging thing, what with Godot making the running instance separate from the editor. There is a PR about making a more Unity-like behaviour (instead of having to use remote tree and camera override all the time) but as far as I'm aware it'll never be quite like Unity due to Godot keeping instances separate from the editor, so if your game crashes, it doesn't crash the editor (useful since you end up running individual scenes often which may try to do something that requires a reference or something that messes you up)
The craziest thing about this situation is the timing. Godot 4 has been out officially for... less than a year! If this happened 1 or 2 years ago, it would have been an absolute disaster, but now there's more confidence in "Oh this is rough around the edges, but it's going to get there, there is a clear path".
Also there are some very impressive 3D demos in Godot 4 (I think Wojek Pe? Did some good ones during the alphas/betas), you picked dissimilar art styles for your examples.
Thanks I didn’t know about that PR, apologies if I misrepresented it. But yeah 4.0 being released made this huge for godot
@@TJGameDev No worries! It's difficult to know which PR's are out there. Usually, keeping track of what Juan is proposing gets you an idea (though I'm not sure how involved he is in implementing, he just opens the discussion based on his knowledge of how the engine works). I mean heck, FSR 2.2 got merged today for Godot 4.2 and I had no idea it was being worked on xD
Godot does make it REALLY easy to run multiple instances thanks to being seperate instances though, so there is a tradeoff yes but there are also a lot of advantages. It takes some getting used to I guess but personally at least it was rare that I specifically wanted that feature in unity but not so rare that I wanted to have my game running on the side while reworking a scene live in the editor
@@TurtleKwitty multiplayer games are thankful for multiple instances
I'm a Godot dev and I enjoyed your video, the way you explain the situation was really smart and well organized, I saw your point perfectly reasonable, even seems that instead of just thought this is best/worse/good/bad you created a plan, with its A and B options, that's so cool and different than other videos I saw. I hope that Godot growing will bring new things to the dev scene.
Great video. Thanks for sharing your experiences and thoughts here. You're doing great work.
Thanks so much man!
This seems like one of the most logical choices to do I see on the internet. If this video gets lots of dislikes that will only say a lot about the "game dev" community.
Thanks man, really appreciate it
Bro dislikes have been gone for like 2 years
@@ultraextraorca7644bro doesn’t know about the extension
This is a great video.
If it gets dislikes is probably people who just read the title and didn't go through the video.
Actually, my first game engine is godot, but I find it really hard to grasp the main context. Then I use Unity, everything seems natural like the way they should be. I like the concept of GameObject, such fleksible and solid concept.
Glad to hear, do whatever you find easiest to work in!
Godot can work the same way if you want it to, or other ways if your currentp roblem wants something else; if for you it's easier to think of a game object containing components then jsut struture your nodes so you have a gameobject node and children nodes that are components.
@@TurtleKwitty I wonder, can we place multiple script to one nodes? And can every nodes contain script or there is one that cannot be scripted?
@@standardLit one script per node* but yes every single node can have a script
*- you can make a manager script that uses resources or other scripts but that's a bit more involved
For me it was the opposite: I knew Unity since years but switched to Godot recently and found the node-based system with signals way more simple, intuitive and flexible.
I could never get into Unity when i started out but Godot just clicked for me, now I've worked with it for a while and Godot's workflow is great for me, especially in 2D. The Godot 4 Tilemap editor is great and GDScript is just fun and easy to use :)
Hell yeah man! Glad you’re enjoying it and I wish you the best
@@TJGameDev Thank you!
10:36 In terms of art-assets, as I understand it you can use the majority of Assets from the Unity-Asset-Store in other Engines. Games from Scratch has a video on the specifics. So its not like you are stuck with Unity because you have a lot of assets from their store
Yeah you’re right, just converting Unity fbx files to other engines is a bit of work
Unity devs got saved with the last unity announcement (they went back on what they said), hope one mistake is enough for them... I really don't want to switch engines.
Really good video and really good points. But I would like to point out that the "3d game made in Godot vs unity" (7:21) part really wasn't a fair comparison. You pit a full development game with clear focus on gorgeous art against the dinky little intro to 3D demo that GDQuest put together for the sake of tutorial. A much more fair comparison would have been to use a recent build of Road to Vostok, a fantastic looking game that's now entirely in Godot. And it's an extra good example because it was originally made in Unity and has since been ported over to Godot and looks just as good. Most of Godot's lack of impressive 3D examples stem from the short time since Godot 4's release and just a lack of high fatality games being attempted with Godot in the first place. Not to say that Unity doesn't have some advantages over Godot in 3D, but that comparison struck me as particularly unfair.
Apparently assets that are not made by unity or unreal from their stores can be legally used in other engines. Unless asset has custom license, they both have that mentioned in their respective licenses
True. Of course, not everything can be exported. Models, textures, music and sound effects are fair game, even though you'll likely need to remake materials by hand. Obviously, scripts and tools are attached to specific engine.
True, might just have to do conversion manually in blender from Unity fbx to whatever
@@TJGameDev actually there is a glugin for godot, that allows you to import your unity prefabs directly into godot. No blender necessary. Gamesfromscratch has a video, where he presents and discusses the project
I tried out Godot once but then I realized that -Z axis is forward in Godot. It made me too confused so I returned to Unity
Godot's demo projects are meant to be simple, to show a proper starting point. If you want to see how good it can get, there are lots of projects around TH-cam to check.
Appreciate your insights regarding Unity and Godot.
Thoughtful, level headed and common sense perspectives while being careful not to be hostile. I am diving in to learn Godot and Unity and wondered about how code can be translated between the two of them. Subscribed and looking forward to more of your videos.
Good take. I think the walk back has meant that current projects will ship in unity but the next wave of projects is going to be much more interesting
Could be
I greatly appreciate your honesty. Currently picking up game dev as a hobby and I find this information very helpful.
Glad you gained something from it
Just subscribed. I am a unity user myself, as a hobby game developer, I have always enjoyed the workflow and tools Unity provided. After the recent shenanigans,I decided to try out Godot, and so far I am taking a liking to it. I'll still develop in Unity, but I will also continue to learn Godot, and as it grows as an engine, I will grow and learn with it. (off topic, but would love to see a video of some of the "speedy, efficient" workflows you mentioned).
sure, Ill have to do something like that in the future
for the unity asset store, this has been touched by some youtubers on the topic and I looked at the EULA multiple times. You can use unity assets bought/downloaded from the Unity asset store as long as it does not say "None Standard License" If it says standard licenses you can use it on any other engine or project. Unreal has the same rule except the only time you cannot use their assets from their market place if it was made by EPIC, and it will say that in gold lettering on the asset on the right side in the asset page.
Epic even stated this in their FAQ. Of course this does not apply to Meta Humans or Quixel Bridge as those things can only be used for the unreal engine legally.
Well said brother. Great video.
Thanks man, always appreciate you
Title was a middle misleading, but you made some good points.
Yeah sorry, gotta get the clicks
give it another year and godot 3d will get so good.
they just released 4.0 and currently they are mostly focused on bug fixes.
Once they are done, Juan is gonna start focusing on improving the 3d renderer, with more advance ray tracing and stuff.
Heck yeah Im exited
I'd say another 3 years or so and the 3d will be better. Obviously you don't know how long it took them to release 4.0 LOL
@@douknow57 yeah but 4.0 was a major re write, they are no plans on doing another rewrite of the engine.
@@friendlyfox2189 This is true. But in one year it will not be that far progressed. Even with past releases they took a long time. What I am trying to say is that maybe in a few years Godot will be a contender for a good alternative 3D game engine. Right now having to write and make all your own tools and shaders to get what you need out of it isn't viable to a one man or small team. There are way better alternatives out there right now for a 3D engine. O3DE being one of those open source engines. I'm not here to bag on Godot. Just trying to say as a 3D engine it isn't there yet if you want to make a more realistic style game. Of course you could make a lowpoly stylized game. but for more realistic stuff it isn't there yet.
That’s always the story with godot though. “Give it another year and…” I really like godot though buts it’s got a LONG way to go.
Broooo come on, I just started learning Unity and u already telling me that this engine will die 😭
I was about to move to Unreal, and the main reason was that it was obvious that Unity wanted to implement a spy code in game builds that will count and report all installs of а game, no matter whether they are installs from stores or pirated ones. The 2nd reason was the "3 days login" requirement, which obviously is made to spy developer's activity in the editor and will cause a lot of problems when for some reason we haven't an internet access. Fortunately they renounced these evil intentions and I will continue with Unity editor.
I appreciate your take! I switched from Unity and am going full Godot personally, despite the limitations. I am a much more inexperienced game dev though, so it's okay for Godot to be young--we can grow together! Good luck to you on whatever you're working on now.
Appreciate you leaving a nice comment even though you might be using godot! I wish you best of luck
i'm making a UI heavy app. No need for 3d. When i learned that Godot 3.5 can export to the big 4 when using C# ... i started to move my project from unity to Godot today and it's great. All my C# logic just works. And the UI is better in Godot than unity... so for my project it's the right choice. Pick the engine that suits your project. If Unity is the one that fit your needs, then use that. You pay 2K pr year if you earn more than 200K. you pay 2.5% of what you earn over 1 million. .. sure, it's a cost but it's not the end of the world if your game make bank like that. If you want the best 3d, unreal is the only choice. Unity will not catch up in years to come. Godot for 2d, light 3d and UI. Flax engine for... maturing a few more years. lol. But yes, let's get more to choose to choose from. Nothing wrong with using Unity if that is what suits your project but if it's because you scare to learn something new, then that's not a good argument ;)
Thanks for the understanding reply! Agree with all of it
I love Godot, especially as a Linux user. Unity works in my distro, but not very well. Godot on the other hand worked like a charm from the moment I downloaded it. Granted, I'm not doing very fancy stuff, so for me, Godot is well enough capable. Also, I don't use C# in Godot, so I don't know how well that works compared to GDScript. And I haven't tried out Godot in Windows yet, so I can't speak of that experience.
I like your measured approach and willingness to see good and bad with both Unity and Godot. Too many people are either "Godot only" or "Unity only". I like what you said about a game engine being a tool. It's the same way with programming languages. There is never wrong to learn a new language, even if one doesn't use it everyday or even if it's not "popular". More tools in one's toolbelt is always good. I use to ask people who love to bicker about "the best" language or game engine, "What is better, a hammer or a screwdriver?" People look at me funny, but my point is that they are both good, but they have different use cases.
I think one reason why some people might not like Godot is GDScript, because it resembles Python too much, and apparently, there are many people who doesn't like Python. As an aside, my three go-to favourite languages are all hated within swathes of the programming community: Java, PHP and Python. :)
I’ve never seen a gamedev so ripped as this dude lol. Anyways, sub earned.
Haha thanks man
It was fun seeing your experiments on twitter ( x ), wish you the best of luck! im for sure going to keep watching your videos :)
Thanks Chris!
Excellent video! When I looked at the title I was like "oh, this guy is just trying to get back on the Unity train now that they went back on the bizarre fee". Boy I was wrong! Watched the entire video and you have your needs and reasons pretty well established. I respect that, I see you're going back with caution and you're not recommending everyone to come back either but presenting options! Thanks for sharing your experiences and decisions.
Thank you very much!
I am just starting with game development as a hobby, so I had a unique option to try different game engines without prior knowledge of game engines or development in general. Unity for a beginner is kinda unintuitive I would say. Hard to find something, some UI elements seem like nonsense and I was struggling without step by step tutorial. Granted, this would be much easier after some time, but it still put me off a bit.
In Godot, UI made more sense to me, it was easier to find right tools, properties and as a complete beginner, I could work faster with Godot.
Unity is definitely more powerful overall and learning it properly and fully would be more beneficial then to learn Godot. But at the same time learning Unity is tedious, while Godot is fun. I get those "rough edges" of Godot tho, it does have these issues or bugs here and there or unfinished features it seems, so I am hoping it will get eventually better and better. I will definitely stick with it!
Also if I wanted to make mainly 3D, I think I would still choose Unity or maybe Unreal. But for 2D I feel Godot is the best choice right now.
The issue with Godot not having a realtime viewer in editor is compensated with the lightning fast launch times (although if you're computing a lot of stuff it gets longer)
but do they plan to add that realtime viewer eventually?
I tried GoDot but as a designer, without a functional menu selection system without having to type and dig through a list of text just to create an object isn't a good workflow.
Yeah I can kinda agree
Would be glad to see you using Godot! But really can't imagine moving all the progress from engine to engine.
Also for me the Godot was a lot more stable and faster, not a single crash for more than a year, renaming and etc. is instant. And it weights like 100mb!!!
But yeah, it lacks some things. Like asset preview, it's just crazy. But there is an addon that fixes it! The community is really strong and the engine becomes better really fast.
Also Godot can make cool 3D games. It just a bit harder. The version 4 made a huge progress, there is just not many finished games atm.
@@alexanderhuliakov6012Speaking of that, are there any alternative 3d game engine?
@@keeganmcfarland7507 look into Defold
@@keeganmcfarland7507 More than 2D, funnily enough. The best 3D Open Source engine right now is O3DE. Stride3D is great if you want to use C# and WickedEngine is a good alternative for C++, if O3DE is too much for you. Outside of open source, Flax Engine and NeoAxis are worth considering, too.
@@keeganmcfarland7507there's stride, which I heard is a lot like unity but open source, there's the wicked engine and bevy (bevy doesn't have an editor tho) I personally am using Godot for my 3D game, I feel it's plenty powerful for what I need
good opinion. Smart direction to take as well. Good luck and thank you for your perspective
Thanks, you too!
Good video, but I also think you can make good looking 3D games in Godot. Yes, it is true that it is easier to just do it in Unity, but Godot's 3D is getting better, which is actually really cool. As a game developer beginner, I really liked watching your perspective and I'm really glad I started learning using Godot and GDScript.
Yeah, I agree you can but like you said it’s easier in Unity. Regardless this experience showed me I need to improve my skills
I've also heard that if you wanna make crazy good looking 3D games in Godot you must download the source code and modify the engine in C++ to suit your needs. Which is obviously out of the realm of possibilities for most game devs. But the fact that it's a possibility is what this is all about. You must pay good money to Unity or UE to do the same while it's completly free for Godot.
This means theres room for improvement for Godot, but the amazing devs contributing to the OS project, the maintainers are doing an extra amazing job. I remember installing Godot back in 2014 or something like that and it was just so basic. It's incredible the speed of updates and features.
I'm on the train that Godot is posing to be the true Blender of game engines. I'm also starting ("for real for real" this time) my journey as a gamedev so I have the advantage of not being anchored to any other tech, or the burden of having a indie studio with mouths to feed/employees to pay salaries so it's obviously an easy decision to me. My only financial responsability is myself because I also have no kids. So theres the context which varies from dev to dev.
In that same line of thought I also think as I'm starting this as a hobbie but with my sight set in selling games in the hopefully not so far future my inmediate concern is learning the fundamentals of gamedev so I'm gonna get busy exclusively with 2D for the time being. It's better to fool around in 2D which is way less time consuming and much more resource friendly to my old laptop (until I can buy me a nice PC with more RAM, better processor and GPU).
Good luck to all the devs here.
I know I'm late but I just clicked on this video and holy fuck.. dude, you are absolutely jacked, definitely wasn't expecting that 😭
Thanks man!
I've studied Unity for the past 6 months and after Unity's decision, I'm switching to Godot. I've been learning it and I'm glad that most knowledge gets transferred to it. So if you are just starting, maybe Godot is the answer, it's only going to get better.
100% agree. Best of luck!
Yeah godot seems a lot easier to learn. I can use unity because I spent years getting used to its weird stuff, but for a noob it must be confusing to know that you have to go through like 3 weird menus just to change a specific setting to fix an issue
Just remember that a previous Unity TOS *did* guarantee that it was perpetual, but they just quietly removed that clause retroactively.
Yeah good point
I have been using Unity3d for 6 years and this fee things did make me more aware of other game engine. Godot is great game engine, but I am aware it still not at the place where I could make longer project, practice with DOTS, or port to console. I am using both though Unity3d and Godot.
Unity definitely has the advantage in terms of just how many things it can do due to how long its been around. I made a project in Godot and noticed that some features that I thought were standard, weren't so and had to work around it.
Glad you gave Godot the college try! It’s the engine I use but as said it’s a tool and you should use the one that fits what you’re doing. Keep it up and hopefully you don’t have to fully jump ship but if you do, we’re ready for you to join the collective 😆
Thanks Isaac! Im sure we'll be sailing on the same ship one day
Godot has no stencil buffer?! I didn't know that.
That would've been a serious issue had I started using it, hopefully they add it in the future.
Good thing I didn't bring it up to my boss (I was thinking about it), I used stencil operations in almost every project.
Godot is something that needs to improve, and Jaun needs to stop having an ego with users ACTUALLY trying to help and fix bugs (long story... but other maintainers/developers have posted on this). 3D drastically needs to improve, while it's finally on a vulkan api (yay) it's 3d is pretty outdated for what you can do, however doesn't mean you can make gorgeous stylized games, just that photo realistic games are not an option in godot (pales to Unity, Unreal, or heck even another open source project Stride). Another issue is how C# is implemented, it's being worked on but it's slow... Stride is 100% integrated with .net6 and .net7 is coming but Stride also lacks in documentation and education on the engine so other than it has perfectly integrated C# 10, a better renderer that's all I gotta say on that front.. As a C# developer I can't recommend Godot (yet), but by 4.5 once Jolt and Box2D become the main physics engines and C# even more tightly integrated I can finally start saying Godot is here instead of welp waiting on Godot 😂 I would love to see HDRP, Lumen, Nanite features in Godot but that's probably in 5.0 or beyond (maybe in even 6.0).
Thanks for the details, I’ve seen some concerning stuff about some of the community leads but since I don’t fully know the story I don’t want to speculate.
The caves of qud situation is not normal. He was basically just using Unity as a rendering engine and nothing else. That wont apply to most people
True I think it’s just text asci art. Thanks for clarifying
Unity screwing their devs was the best thing that could have happened to Godot, and therefore for game developers in general. I think the momentum will not slow down any time soon and Godot is bound to grow exponentially in the next couple years. The more developers who have games built in the engine, the more contributors there will be to further build the engine. Many new systems will be born out of necessity for developers in the next little while (many I'm sure to replicate the behaviors that people have gotten used to in Unity) and these will of course just further increase the ceiling of what Godot is capable of.
I have developed a bit in Unity, and tried Godot these last few days. It is rough.
C# is the foster child in Godot, getting a lot less love, support and documentation. I can't see the interface of Godot objects. How do you set up the text of a Label? It's not SetText(...), I swear I tried 10 different things before getting it right.
Setting up for debugging from Visual Studio took me hours. And it still doesn't work properly, running from VS does not compile the project.
As you said, the game is not running in the editor. You can kind-of, sort-of see the hierarchy from the editor, but you can't click and select stuff. You need to code an additional debug camera, and a way to expose the selected object somehow.
If you have a hierarchy where a script has linked some of its children, and you duplicate it... the links remain to the original children, not the newly created duplicates.
There are many years' worth of polish Godot needs for it to catch up to Unity. Everything simply takes more time to do.
There are some things that Godot is doing better, and it is improving, but especially if you want to push your personal projects and don't care about the corporate monetization, Unity might still be the better choice.
Clickbait title, but a very measured take. There are some legitimate reasons to remain with Unity at the moment (especially if you are mid-development). Godot is getting better and better all the time, and several of the features you mentioned are already in the works. I'm sure the increased funding from this whole fiasco will help too.
Agreed
Super good video. Love your natural approach
Frankly, I'm still too confused to know WTF to think on the Unity policy changes _or_ the backlash, things seem to still be developing and changing REALLY really quickly. But I do know I'm primarily Team C#, and I also feel (perhaps or perhaps not justifiably) averse to having to learn a whole 'nother API; that's always seemed like a pretty big cost to switching engines/frameworks/codebases/whatever-else-you-build-on-top-of no matter what you're changing from or to.
For something most similar and using C# (also what I was looking for, but I'll stick with Unity for now), my backups are Flax and Monogame.
I've been using unity since... 2010 or something. Professionally since 2015.
After that event, i was not very thrilled by Godot, and so i tried Bevy and got into learning Rust. But it wasn't really up to my expectations. Then i decided to move on to making my own engine in C++, something i've dreamt of doing for a long time but never did because i always got scared that it would be a too big of a task, and by what people were saying like "You do either an engine or a game" and that kind of stuff. In fact, it's surprisingly easier than i thought it would be.
A few months later, i have a complete engine up and runninng, which is 100% mine. Yes it was hard, but no bullshit, nothing that works in ways that i don't like.
The funny part is that i didn't even really went away from Unity because of these terms things, but more because there was a lot of things that i started to dislike about the direction of the engine took over the years. Especially how it pushes you to work with the editor itself so much and their features/systems. And if you don't work with these, its just as much work as making your own engine.
Making your own engine just lets you design it the way you want it, you don't have a plethora of systems that you struggle to understand how it works and get kicked in the face when you don't use it in the way it's intended to, you don't have to constantly adapt so much around the tool, the tool adapts to your needs.
I agree that having a lot of experience, both on the graphics side aswell as programming helped alot, and i wouldn't recommend this to anyone, because you need to know what you're doing. But since i already had a solid grasp about a lot of different subjects, it is a breeze. 100% would never go back to Unity. I finally feel like i am doing something rather than just trying to use a tool that feels like using an ocean liner to cross a lake when you just need a rowboat.
Sounds like you made the right decision! Hats off to you I don’t think I could pull that off
wow you are so talented
Definitely a good video. I am working on a game in Unity that I’m calling Stories from the Backrooms, and knowing that Godot is a good option helps a lot. Thank you!
Thanks man, best of luck on your game!
Thanks, I'll use Godot a lot now on, but mostly for project and I'll stay on Unity for my most depending one. That way I'll be able to keep up with the Godot Updates and git gud while still using Unity!
Oh yeah that’s a great idea!
The only thing that annoys me about Godot is the delayed compile of my scripts. That is better in Unity at the moment which is why I use Unity to debug, or rather prepare, my code before I move to Godot.
That’s actually pretty smart
there is at least 1 tutorial on how to make cloths in godot, but im not sure about the performance compared to unity
Literally my issue too! Takes a lot of searching/ asking to find something, I do enjoy godot but I don’t have experience in unity so can’t compare 😅
Thanks I’ll look for it
I think it really depends on what you're doing with the project and if you've already got a good start on it in Unity. I will certainly be considering Godot FIRST for any project, and using an old version of Unity if Godot will not handle my needs. Like you, I will not be buying any more Unity Assets (of which I have at least $10k worth), and I will never upgrade to 2023 LTS or beyond.
Yeah I’m not upgrading off of 2023
riccitiello being fired is a PR move to win trust back but he wasn't the sole decision maker, unity has played their hand. from going public, acquisitions, and slimey monetization schemes it's pretty obvious the direction they intend on going
Your strategy for your assets, along with Godot’s amazing foreign function interface that allowed the addition of C# as a Godot scripting language, is pretty solidly thought out. You convinced non-artsy me to bite the bullet and learn Blender first.
I figure Unity won’t change their policy for at least two years, three tops, which is the golden window for Godot to get to 85% unity capable so that porting from Unity is even easier. They need to adopt code from other OSS software that runs faster than theirs, give them credit, and hopefully recruit the maintainers.
My key requirement is easy Virtual Reality implementation: you’re gonna have to bite the bullet on the controller interfaces, but making a camera change to a VR camera as easy as setting a flag or a subroutine call at runtime is pretty much what I am looking for.
A well thought out argument, with good advice on agnostic asset purchasing and development! So far, you’re getting much love and no flames. Thanks for the boot to learn Blender!
Awesome man! Thanks for such a kind response, best of luck with blender
First: good video, I know it has been done from respect and persponal honest experinece.
Second: the problem with Unity is not what they do now, and as a young person I know it's hard to take into account things that happened in the past, but with more than 23 years on my back I can tell you what's happening with Unity from my own POV (it may be the reality or it may be skewed, who knows)
The problem with Unity is that they demonstrated that in the very second they want to change things anbd force any company to pay a ton of money more, they can do so, if they want to change the rules up to the point that it's not super horrible but horrible enough to put you in trouble, they can do so, and you can do nothin, so in the end the problem with Unity is not the engine, which is fantastic in many things, the problem with Unity is that the company cannot be trusted, and when you say that you cannot plan ahead to three years, wll if you want to produce a medium game you have to plan ahead to three years, it's a need, not an option, and with that in mind you cannot risk Unity changing their license again at mid way and make you to pay a ton or to loose your main work tool.
Imagine that they remove the free tier and they rises up the subs price to 500€ / month, absurd, right? well, it is, but they CAN actually do that, it was absurd to remove the mid tier license, but they did it, in the same way they did many absurd things, so the main question is not wether or not Godot is better than Unity or not (being one of the first windows users of Unity I can tell you that the conversation at that time was the same but against engines that many people don't know the name of because the license price was not for individuals or indies).
The question is: can you trust your life work and your project to Unity as a company?
Now think about the true costs of starting a project today with Unity and being forced to shift in two years with the project being near the release, also think the costs of having to maintain a game made with Unity (like ffixign it, released improvements and extension) but with licensing conditions that may be draconian.
So the question is: are you willing to take the risk and put your work, your company and your life in the hands of a company like Unity?
If you answer is YES, then go ahead, no questions asked.
If you answer is NO, while your resoning is interesting and honest I would review that reasoning.
Just a heads up, not a roast or anything, as I said at the beggning, good video :)
Totally fair take. Thanks for the well thought out reasoning
Been using Godot as a contractor/commission freelancer for years, and currently building small commercial projects in Godot 3.5 (won't touch 4.x for anything meant to be released, it is far from ready)-- and Godot is only good for small games. The underlying structure of Godot does not allow for performance, which is not good for anything bigger than small commercial projects. Juan keeps telling professional engine developers they don't know what they are talking about, time and time again, it is ridiculous. Never get into Godot thinking it is going to be replacement for Unity-- it isn't, and will never be. Also, Godot isn't a "young" engine, it has been around for 20 years, this is a misconception from people who just hadn't heard about it. Also, keep in mind, none of Godot's developers are "professional engine devs" and they only hire from Godot contributors who 100% agree with Juan, so it isn't going to catch up to Unity.
Thanks for the feedback, it’s hard to sort through who actually knows what they’re talking about and who’s a fanboy. The performance discourse sometimes goes over my head, especially the raycast example that everyone’s been talking about
@TJGameDev I like Godot, get paid to build small games with it, happy to do so. I understand where Godot sits on the food chain. But, I've also been part of very experienced teams that tried to build larger games with it-- all of whom had to switch engines (4 included). I've also been a part of the Godot community for severals years, and that included as a Godot community mod until I resigned. The tone deafness of the Godot leadership is clear, once you get an inside look. I've experienced it, other mods have experienced it, paid Godot developers have experienced it. We've all tried to be reasonable in the beginning. In the early stages of my Godot journey, I definitely used to fan-girl it, but as I worked on bigger projects for/with people... and saw the issues pro devs were having over years... it became clear how lacking Godot actually is. If you look at what pro engine engineers have been saying about Godot over the last week. It's just validating what we've tried to tell Godot leadership was coming from the pro industry devs for years-- they just don't listen. The primary response that comes out of Juan is "You don't understand Godot's source" over and over. As actual proper alternatives to Unity, you probably want to look into Stride (MIT open source and battle tested as a former AAA engine) or Flax.
I'm curious to hear more about the 3D limitations you have noticed in Godot. Were you using 3.5 or 4? I only ask because I know that Godot 4 made a LOT of improvements for 3D games.
yes, it has made a lot of improvements. But the lack of stencil buffers, limited options for post processing, and gpu instancing are all things I was using in Unity. Along with volumetric lighting
@@TJGameDev awesome that's exactly what I was wondering. I hear a lot of devs say Godot is missing features, but rarely does anyone actually address what features it's missing specifically. So thank you very much for stating what you're missing
@@TJGameDev Stencil support is coming for 4.2 (2 months), and gpu instancing is automatic when you are using MeshInstance. I'm not sure what you mean by volumetric lighting, if you're speaking about something like god rays you can do that in godot with volumetric fog (4.x)
One thing that bugs me is that the project manager is still garbage in 4.x and whenever it is mentioned again, it is somehow hated.
This does not produce a welcoming feeling for beginners and etc.
(one of the reasons why it is so bad is that you can start multiple downloads but only the first one is actually saved to the computer. Because the editor is forcibly opened and that throws away everything else. This could get really expensive on a metered connection)
@@TheExileFoxwhat do you mean by the project manager?
I completely moved to Godot: 1. my focus is on 2D games, 2. I enjoy GDscript syntax (Python), 3. I took me around 3 months to port a work in progress project from Unity to Godot, and for every feature I found Godot to be much easier to work with.
Heck yeah man, best of luck to you!
As a solo dev working on a dream project for about a decade, and coming close to seeing the finish line, it's near impossible for me to pack up my bags and leave Unity... I found this video really helpful, a special thanks for bringing that cloth asset to my attention, was just what I needed! Really neat video, subscribed! 👏
I love magica cloth, the dev made a 2.0 version and let everyone who owned the original upgrade for only $5
Awesome video friend. Also that is an awesome name you've got there. Its fun looking at this 7 months later. I am a long time Godot dev because in my real life I am a Linux engineer. I like OSS. I really appreciate you views best of luck with unity. I think people should use the tools they like and work for them.
Thanks I appreciate it!
damn bro ur jacked 💪
Thanks man 💪
It's been long now and I'm still learning godot to me godot is the perfect engine for stylish games like ps1 looking games or cartoony games etc. I don't think I even plan to make realistic games anyway
Sounds like it’s a perfect fit for you! Best of luck
@@TJGameDev thanks I hope you learn godot too what is happening to unity is very frustrating to you unity users and I hope things will get better for you guys very soon
ive used unity for 3 years and have one game on steam made in it, but i also spent a week in godot and like it alot! so im at a cross roads and not sure how to continue
Well having options is good. You can always choose which engine for the necessities of your project.
00:00 🎮 Unity faced backlash for proposed changes, leading some developers to explore alternatives like Godot.
04:49 🔄 Unity remains preferable for experienced developers due to established workflows and advanced features like Burst Compiler.
08:06 📈 Supporting Godot's development fosters healthy competition and encourages engine innovation.
10:38 🛠 Minimize engine dependency by writing engine-agnostic code and diversifying asset sources.
12:01 🤔 Unity's reversal of changes isn't enough; trust can be regained through transparent policies and respect for developers' concerns.
Basically agree with everything you've said here. I see the writing on the walls for Unity as a company but bad business decisions aren't anything new from them. Until the engine is no longer supported... I ain't leavin. Thanks for the book recommendation and also you're looking YOKED.
Thanks 3bomb! Looking forward to more Unity content from you as well!
I switched from Unity to Godot years ago when Godot was in 2.x. Never looked back. For 2d games Unity is such a pain.
Appreciate the well-balanced discussion on this. Godot has been really tempting, especially because it's such a light program. But I think, with my programming background and having touched both Unity and Unreal before - in the words of Jaws, I think I need a bigger boat than Godot, at least one that I can trust to be more stable and mature for now.
Best of luck with unreal! I will need to try it out at some point
Free Open Source Software is the only way forward. Too many tech companies are trying to squeeze every cent out of users.
Eggs, basket etc.. learn all the things!
Totally fair point
How are you so well articulated, subscribed for sure
Thanks man! I really appreciate it
Great video. I just spent a week with Godot, and I'm really liking it (for the most part). But I'm also starting a new project, and I'm really considering reinstalling Unity because it's the engine I'm most comfortable with, and I have a super tight deadline that I want to hit. You gave me a lot to think about.
What I got from it is...
Do what you need now with Unity while you can and run for the hills as soon as you can.
So basically, work what you need on Unity but train yourself in another one, "just in case" (and sometimes you can even select the stronger engine for a project).
Don't let your guard down, they didn't apologize exactly on "Well we were mistaken", it was more "Well we miscomunicated", and there as no miss on this communication, they just didn't expected the backlash of this level.
@@GabdaRocurExactly. I'm going to continue learning Godot, but for this next project, I'm going to use Unity and work like hell to finish it and get proficient enough in Godot before the next update.
@@GabdaRocur they did say they were mistaken on the edge cases, and they did say the option for % made the whole system better for that. there's a runtime fee calculator on their website now as well, which indeed shows that in many, if not most cases, the runtime fee is cheaper or similar to the 2.5% cap. the only thing that still stings is the retroactive TOS attempt, but seeing how much power consumers have these past weeks, we just pray that next time everyone will stick together again.
@@kaasronald3623
They said because they needed, that would be the minimum, unfortunately, you need to see what they meant, not only what are their PR words, carefully choosen.
The runtime fee should have been there for a long time so they could avoid some problem.
And still the runtime fee continuing to be there is odd, they just don't want to be completely mistaken, if they just put 2.5% without it they would be completely mistaken and if the idea is to get more money (something everyone of us know they need), why not just use the 2.5%? As you said it is the lesser and continues to be fair or wouldn't you pay 2.5% after R$1.000.00?
They make it complex because they are postponing it, they will try again later when everything cools down.
Otherwise they would just undo this part.
And the TOS is just a Son of a B**** thing to do.
Imagine you buying apples from someone for 20 cents, selling it the whole year for 50 cents, then suddently the guy comes and say "well now for each one of the apples you sold in the past I will want 0.1 cents per bite in the apple and only I know this".
Don't forget, It's not because it's on THEIR website that:
#1 - Is legal (the debate continues on that, HOW they get this info)
#2 - Is correct (again, is it correct?)
#3 - If they have ALL controll over the data, could they fake data to bill you more?
And some of them would not occurr now, for example, fake data would be useless for them right now (unless is downwards), but what if they had continue ONLY with the runtime?
Best of luck regardless of what you decide!
When I saw this video show up, I actually laughed out loud... because you're right.
Good and well thought up video. Cheers, man.
Thanks man!
Godot 4+ is a plus-plus specially for both easier visual scripting and better 2D project potentials (although Unity has arsenal of tools unlike Godot but some of these locked behind paywalls), while UE 5.3 is now a standard game engine for all types of 3D projects (indie~AAA) due to both Nanite and Lumen that further boosts game performance (making even low-end platforms/devices enable to run and play those AAA UE5.3 games)
And as future indie dev, I want both of these game engines depending on dimension of my future projects (2D or 3D). I was supposed to test both Godot and Unity to find out which is better for my 2D projects until I found out about Unity drama.
*English isn't my main language so it is what it is 😅*
Note: Be careful of those mobile cashgrabs (most of these made in Unity) because these were worse than our mobile nostalgic games back then