Well, you didnt have a link so I mistakenly googled Godot with an A instead of an O, and my wife freaked out.. First Unity, and now this? What more can go wrong?..
The Unity community moving to Godot and bringing their expertise and ideas to the project is one of the best things to happen in a while. I hope Godot can become the Blender of game development someday.
Personally I'm mostly excited that C# is now a priority for Godot. While I really enjoy Godot, I absolutely despise whitespace languages like Python and Godot's own script. Always been the biggest issue I've had with Godot so am pleased to see a proper language being introduced.
@@Dealman15 I'm all for more choice in programming language but if this syntax difference is the "biggest issue" you have with Godot, then you are obviously not a serious developer.
@cogspace nah. People have tons of preferences between languages, even on the small stuff. The best part about game development is most of it carries over so you always have options for your preferences.
I just discovered Godot myself. At the moment I am preparing my Unity passion projects to port them for Godot. It also allows me to clean up a lot of older code and become a better developer in the process.
I'm.So.Tired. ;) Funny enough, I'm sick right now and its causing me not to sleep, so might as well spend the time on making videos for people in need.
An influx of devs is massive for the development speed of an open-source project like Godot. It becoming an industry standard someday like Blender did would be fantastic.
Blender is still not really used by large studios (they use Maya along with a suite of expensive software). Godot would need to go beyond Blender to become industry standard.
What an exciting time to make games. This Unity situation is such a blessing in disguise. Not only is there significantly more Godot YT content than there was a year ago, but the engine is totally updated and now so many people seem to be helping Unity users switch over. Thanks Mike for this video. It feels good to dive into a program that won't siphon money away from you at some point.
It might finally kill off an engine for indie devs that is, frankly, a mess of bad design decisions, multiple redundant systems, enabled by dependency on 3rd party packages, and bloated with features that are either gimmicks to make investors happy, or useful in niche cases but soon to be unsupported.
Open source engine being the most common amongst indie devs would genuinely be the most amazing thing to happen to the indie dev community. I've been having such a fun time working with Godot, I'm already preferring it over Unity, just a lot to learn!
I’m not sure this is an exciting time. Unity has its flaws, but what made it great for me was that I was able to collaborate with a designer who didn’t know much about code, but he was able to go in and polish everything (UI and other animations, particles, layouts etc). Godot might have that, but it immediately starts with a bad impression (terrible non-native looking file browser), so I don’t have high hopes that this editor is anywhere near a good replacement for Unity. Something will emerge though. Hopefully.
@@pianoatthirty oh I for sure won’t be using Unity anymore any time soon. But I don’t find “clunky UI/UX” an interesting challenge for me to conquer. I want these things to improve, not become worse. Game development on its own is challenging enough, I don’t want my tools to feel like a step back. I’m on a break from game dev anyway, mostly focusing on web, just hoping some more polished alternatives will emerge (or that godot will improve).
Did you see Bevy engine documentation? I'm not a game dev and I haven't even dipped my toes in yet but I would think the tradition of Rust where they come from would include even better documentation.
Very important thing to mention to new devs: 2D and 3D are handled completely separately. I've seen some people struggle with that, switching between 2D and 3D and being confused where their scene went.
I just wanted to extend my thanks to you for this excellent familiarization tutorial! I'm a Unity dev of over 10 years both professionally and personally. Obviously like most of us, Unity's most recent scumbaggery has finally pushed me to look into other options. The fact Godot is free and open source is a breath of fresh air. I just want to be able to exercise my creativity and create my games without having all my potential profits siphoned from me. Unfortunately, I've been put in a position where I'll probably be porting the game I've been working on for so long from Unity into Godot. It's also unfortunate that I'll probably just have to eat the cost of the Unity packages that I've invested in as well... Videos like this are a Godsend though in helping make the process a little less painful.
You won't just be eating the cost of those packages, you'll most likely be re-implementing what they provided you. Godot is good, but people tend to gloss over some of it's biggest drawbacks and this one is huge in a lot of situations.
@@kevinscales The lack of a meaningful asset store definitely IS a drawback of using Godot, though and one people should be aware of. I'm not trying to shit on Godot, but there's a lot of rose-colored glasses right now so people should know what the pros and cons are
@@uptawell Godot does have simular to an assests store, the templets. They are free and that part is good but more limited for obvious reasons. But by keeping individual assests seperate from Godot there are numerious upsides. One Godot does not have the liability of managing an asset store. Likewise Godot does not have the authority to dictate how your assests are used. And that leads to a final benifit. So long as your assests from other game engines are lot legally linked to only be used in other game engines you can transfer them; although there is always pain and any coding will have to be gone over and translated and tweaked.
@@upta Absolutely, not having the asset store will mean more work you have to do yourself and learning the quirks of a whole new game engine is not done in just a couple of hours. If that is a deal breaker that is totally understandable. I'm sure the community will be super helpful and offset a little of that pain, but yeah, don't expect it to be exactly what you want or need without a little or maybe a lot of extra work.
As a Unity Dev that's jumping ship to Godot, this is exactly the content we need right now. Thank you for the video and I'm really looking forward to starting my Godot journey!
Every minute I learn more about Godot, I'm further questioning why I didn't switch from Unity a long time ago. I understand that Godot 4.0 is relatively new and added a lot of features, but this UI is just...so much better. It's blowing my mind that this is fully open source, and in my opinion better in most ways than one of the largest commercial engines available.
After trying godot for 2 days, my thought is this: Godot 3D has most of features that unity has, but I haven't find a good volumetric lighting effect. Godot UI is better than Unity. Godot particle system is similar to unity but with a bit more options, but it seems to have less features than Unity's vfx graph. Godot editor runs faster than unity, but iterating stuff is slower than Unity: trying out different materials, different textures take more click, and Godot can't open more than one file directory. Godot's shader editor is slightly better than Unity, it has better customizable nodes. Converting shadertoy's shader to Godot is easier than to Unity. Godot switching "render pipeline" is easier than unity.
I know you are just beginning your journey, but never forget that Godot is Open Source and willing to listen to any developer concerns. If you find areas that could need a rework, it would be super awesome if you could contact the devs and maybe have a brainstorming session or two over video for improvements? Any suggestions are welcome. I know you would rather just create your games but if you could spend at least a few hours to let the devs improve a dialog box you frequently use, for instance, then that is time well spent in my opinion. :)
How is its multithreading and compute shader support? I'm making a game in unity that benefits highly from its multithreaded native physics, burst compile, and compute shaders. I don't want to switch to godot and lose a massive amount of performance.
For Unity-Devs who are freshly switching to Godot I don't recommend starting in GDScript, but in C# to have a more familiar environment to work with. Unterstanding Godots Node functions is soo much easier this way. And it allowed me to actually start programming or rather porting my 10 million lines of code to the engine. Other than that: I really appreciate this introduction. Thank you very much!
10M is a lot. I’ve been wondering, is it doable to use in games an architecture that decouples the game logic from the engine, so it is easier to switch engines? It’s easier to reimplement a interface than to rewrite everything. But I’m not a game dev. Maybe everything is naturally coupled with the engine and there’s no benefit in trying to decouple it
@@greyshopleskin2315 10M was an overexaggeration, frankly. But it surely is a few thousands of lines. It is doable and in my opinion it is the right programming practice. Of course, many Devs don't do it, as far as I know, because it can also be a bit mind bending and takes a bit more time to keep your code clean. However, in the end it pays off. It becomes easier to know what your code does and to track issues, Or to even swap out components of your game logic.
As many have said, this is also my final nail in the coffin for Unity. I am really excited to start working with Godot and port some of my Unity projects to it. Also, good naming of the project - Don't Panic! Godot is here.
I hope enough of the devs decide to either contribute themselves or at least donate back to godot. The more that happens the faster godot will develop.
Just want to say that I'm a hobbyist programmer, and I would definitely be interested in working with the C# version of Godot, but unfortunately most of my programming education is self taught, and I would not be a good candidate for any contributions to the project. I could definitely come up with ideas for people to implement for new features, but implementing those is something that I'm not capable of. I would love to see the development of the C# version boom, so that it's as good an option as Unity for people most familiar with C# development
@@trashcasterEven if you can't contribute directly yourself, there's always the option of donating a portion of what you earn from any games you release (assuming you do sell any games you make) to Godot. Spreading the word of Godot being a good choice of engine is also a form of contribution as well.
@@trashcasterOk. I think your being too hard on yourself. I was in a simular boat when I first started thinking about making a video game as a hobby, then again when i first started writting code for industiral applications. But in between those two I just took a free course, and paid for the certification. Now I am old enough I started coding on an Atari, I was dizzyingly out of date in coding. But thats all I needed, a free course with a paid certificate that had my work reviewed. AND. Coding contrabutions are volunteer based, you go through the code and look for whats causing a certian bug then submit your fix to the bug, the devolopers review it and implement it or discard it so its far lower stress then coding for a corperation.
Yeah, C# content is seriously lacking for Godot. If someone picks up the mantle and starts making quality C# content it would help the Godot ecosystem tremendously and help transition a lot of Unity devs over.
Grabbed it after the unity news. only planned to use it for a fan game, but I don't want to put unitys name in the project anymore. Was immediately impressed by godot just in first impressions. No ridiculously long and complicated install process? Built in Light weight IDE? Honestly looks to be an improvement even without unity fishy business practices lol.
When you consider which version of Godot to use, keep in mind that Godot 4.1 with C# currently does not have Web Browser and Android exporting support yet. If you want to support Web Browser exports specifically, Godot 3 is your best option currently, but its possible to make it work with Godot 4 (non C# version). Godot 4.2 will have full Android export support again, experimental versions are available rn.
But in general compared to other engines the base file size is *much* bigger then in some other engines (i.e. Defold, Cocos Creator or GDevelop). In general Godot is - like Unity - since 3.x and especially 4.x more for Desktop games imho.
@raynalldoprime Thats reasonable, but just to make sure this was clear: The android support is only missing for the C# version. The normal GDScript version still has it.
Well, i didnt expect to change from Unity since I've been using it since my early college years, but at the light of the recent events, im glad you created this video. You just got a subscriber and hoping to see more tutorials. I would very much appreciate a tutorial or video on how to develop to VR/Oculus with GODOT
Thank you for all your content and support in the community! As someone who wants to get back into Godot after years away, I hope I learn something from you!
This video has already taught me more of Godot than many have shown me of Unity. I'm not sure what it is, I think this engine just feels easier to pick up once you start tinkering with it. I've known of it for a while but never bothered trying it. Definitely gonna see what I can do here, thanks for the good starting boost!
I know the news surrounding Unity pretty much sucks across the board, but on the bright side, what a unique opportunity for channels like yours Mike. Having extensive experience in both engines and an accompanying TH-cam channel to post content like this on? Hoooo boy ;) Thanks for the content, luckily for me personally I switched to Godot a few years back already. FOSS rules.
If you look at Unity's scene tree you realise it looks a bit like this: Scene - GameObject - GameObject - MonoBehaviour In the end, that's a Tree diagram, but with limits like it has to have Scene as a root, and MonoBehaviour can only be a leaf without children, with GameObjects in between. The Godot version is much simpler, having nodes at each level, but the nodes are typed instead of being a generic container until you reach the MonoBehaviour. With that in mind it's easy to convert a Unity scene view into a Godot one. Often you even design your prefabs with a root GameObject that has some custom behaviour scripts, and then you put the 3D models, sound emitters, particles, and so on as children of that GameObject. The main difference to keep in mind is that you lift one of the behaviours up to replace the GameObject when you move to Godot. That and that you create subclasses of the more specific functions instead of making a generic MonoBehaviour that then hooks into other behaviours. If you can wrap your head around that you're well on your way to grok Godot. Of course, there's changes in the details of how things are done, but that's the main one that people tend to react to. I personally prefer Godot's version since it's a straight up implementation of a Tree data structure, used to make a Scene Tree. That's despite that I've not made anything at all in Godot really. And you can even structure a Godot scene tree to be essentially the same as Unity by making your scripts all extend the base Node and put them under a Node3D to act as the GameObject, at that point it's mostly a difference in function and property names.
Perfect video for Unity Refugees looking into Godot. Thank you for making this Godot tutorial guide. Hopefully the all powerful algorithm will spread this to all Unity Developers interested in Godot game engine. ❤ Thank you!
I used Unity for years as a hobby, but it's about time they got a wake up call. Originally, I switched from Unity to Godot, not because I hated Unity or anything, but because the Unity editor had trouble with running on lower end hardware. So, I couldn't do any programming if I was out of the house since my laptop at the time was really old and crusty. All of the recent bad decisions are why I'm not going back. If the Godot devs want to go in for the kill, they should give someone money to make something like RPG Builder for the Godot engine. That will help pull in more people from Unity.
Indeed. On older hardware with a hard drive, I have sometimes waited for a cigarette or two. ☺ If the editor crashes it's very annoying to wait for it to load again.
Examining RGP Builder...some things you might wanna check out. - For dialogue editing, there's godot_dialogue_manager and Dialogic. - For BehaviorTree AI, there's beehave. - For a "skill system", there's godot-gameplay-systems (and probably others too). - For updating your game "live", that comes out-of-the-box in Godot. When debugging your game, any changes you make to the scene/scripts are synced in real-time to the separately executing debug game instance, so you are literally editing the raw scripts/scenes as the debugging game executes. That's why changes are "preserved" while debugging. Everything else seems like it would either already be available in Godot (for low-level features) or require someone to build up a massive Godot Addon that just includes a huge number of assets related to particle effects, animations, user interface elements, etc. Nothing of that scale is currently out there, but it would certainly be possible for the developer to port it to Godot and then put it up for sale on Itch (or for someone else to perform a similar task).
"make something like RPG Builder for the Godot engine" Strongly agree. RPG Maker is a mature framework with lots of history and exposure. Other similar frameworks for other genres would be great.
I scrapped two game ideas the last two years and had just started one about 7 months ago. I'd only really created my assets and wrote some code - not late enough to switch to Godot C#. God works in mysterious ways man...
One new feature of Godot I really appreciate is the ability to customize which nodes are visible in the nodes menu, so if I'm only working in 2D or 3D, I can speed up the workflow by disabling the visibility of them in the menu.
Coming from Cocos2D (like 10+years ago) the node/scene system is identical and very nice to use, loved it.. , then I moved to Unity, and now I guess to Godot :)
I'm still laughing at the choice of asset and how you just casually commented on that choice. Made my day. Looking forward to more transition videos :)
I should have switched a long time ago. Godot feels a bit less user friendly on some part but it's open source and lightweight, I'm totally moving to it for good this time. Thanks for the video 👍
I feel kinda sad that I was starting to think learning Unity and getting hands dirty with C# in general. I feel glad though that I have already used Godot and it's having a massive rush of popularity. Amazing tutorial btw.
When I got into Godot there wasn't a lot of tutorials because the community was so small back then, hitting a wall take a lot of time to get over. As Godot get more popular and now if Unity's devs starting to switch over, it's gonna make life easier for both veteran and new indie devs. And oh boy, do I'm glad that i chose Godot over Unity.
For me, the two biggest conceptual differences with learning Godot were that scenes are the same as prefabs (mentioned in this video, but could have been focused on more), and that 1 node = 1 component. In Unity and Unreal, a game object can have LOTS of components attached. In Godot, your base node will have a ton of child nodes each with exactly 1 behavior. This affects how you think about node hierarchies, class extension, and node references. I've found myself structuring things differently in Unity and Unreal after learning Godot. Previously, I was very stingy with game objects and would load them up with a ton of components, sometimes multiple copies of the same component class. When referencing them in another component, I'd just have to differentiate them by their data. But giving key behaviors their own game objects makes them much easier to find and distinguish in the scene.
Unity's implosion is hard for me, as it is a genuine production setback (many months - near a year of work to redo) but I kind of saw it coming months ago, already began donating to the Godot dev fund a few months back knowing using Godot was a potential plan B if Unity's horrid CEO did something staggeringly dumb, which he did. I am now all in on Godot and will be donating regularly and figuring out how to rebuild my gamedev projects with Godot. Wasted $300+ total on Unity assets, will likely put similar amount or more toward Godot over the next year as a show of support for what I hope will be a far better toolset.
GFS, you nailed it. Whom better to make such a video, given your experience with a plethora of engines and applications in general. And holy $#@+ thank you for showing that Godot is not GDScript vs C#--use the language that is best for the situation--code some in GDScript, C#, C++, and up until recently a visual script.
I'm not developing any game at moment, but a liked your video and downloaded Godot engine. Im a huge fan of Phaser engine philosophy, Godot seens have the same spirit. The opportUNITY showed and the commUNITY growed. PS: Im not a english native speaker.
I'd love to see this influx of Unity devs' feedback work towards adding and refining features in Godot to make it that much more polished and accessible for newcomers
Spent my free time the past week learning Godot and so far I can say I like it better than Unity, maybe that will change when I hit some of the engines limitations, but the fact that you can add in your own source code via C++ for custom engines blows my mind and could make it superior to Unity in ways.
Not just via C++. The GDNative (Godot 3) API is designed to be amenable to binding other languages (For example, see the godot-rust package for Rust) and Godot 4 redesigned it into GDExtension with the intent to broaden what can be accomplished using runtime plugins (i.e. dll/dylib/so libraries) instead of needing to make a custom build of the engine.
great video! one thing I would have liked to see is how you go about loading + instantiating a scene, since loading an managing lots of assets in memory is a big part of how I would architect a Unity project.
0:40 There's one major concern when downloading Godot 4 vs Godot 4 with C#. At present, Godot 4 C# projects cannot be exported to iOS. You can use the Godot 3 LTS version if you need to export to iOS while using C#.
Love the channel and all the alternative engines you keep showing us. The one I'm most interested in is Flax. Wondering if you'd be willing to do a similar video on that or if you could point to some good resources for that. Thanks.
1:08 into the video Godot is already downloaded and installed, while Unity would probably take the whole duration of this vídeo to do the same thing. not to mention i can't find any annoying "create account" button in the Godot website just so i can download the thing.
A lot of people doesn't know about Open 3D Engine which is an amazing open source engine. Made by Amazon and now under the Linux foundation. I hope in the near future for Godot and O3DE to be the industry standards. Let the big fat companies earn more money.
Thank you for this! I just dumped Unity and was planning to go back to Unreal, but you've convinced me to seriously run with Godot instead. Liked and subscribed.
Great video. Actually quite informative, as I know about Godot, but have little hands on experience with Godot. The video is a bit rushed, but... I actually prefer it, as it get to results quicker and I can always rewind. Plus the enthusiasm is makes me want to try things. 2 points that I was expecting were: Godot used pixels in 2d so you can get PIXEL PERFECT that would be better then Unity and 2 there are importers to go from Unity to Godot in SECONDS. Maybe those point will be in a "Godot for Unity Developers with a existing project" video?
Humblebundle have a Godot software bundle right now, they still have the unity bundles available, but a new bundle just hit for Godot. Teaches you a different ways to make different games.
I'm not looking in to switching over just now since I have some projects WIP but there are some things I really would hope are part of the Godot pipeline that are a given in Unity for an example. With Unity I can save a .max file from 3ds Max to an asset folder inside my project and once it's in the scene it's updated automatically every time I make changes in 3ds Max and save the file. It's a small thing but it becomes a huge thing over time when you're finalizing files hopping between Max and Unity to polish technicalities like UVs, rigging or cleaning up meshes etc. If I had to click a menu and press "reimport" or whatever every time that would accumulate over time. Saving files in Photoshop as PSD links them automatically aswell, you don't need to save as a .PNG to use inside the engine. You can make changes to the PSD in Photoshop, save the file as it is and it's updated in Unity with every change. Stuff like this, QOL things mostly. Those always seem a bit lacking in newer/more lightweight engines.
This is a great push for Godot and other open source engines. I always work only with free open source tools so I don't have to deal with such situations as with Unity/etc. ☝🧐👍
Key Links
-------------------
Visual Studio Code - C# - Godot:
gamefromscratch.com/c-development-with-godot-and-visual-studio-code-tutorial/
Moving Assets from Unity to Godot:
gamefromscratch.com/move-from-unity-to-godot-engine-in-seconds/
Godot Step by Step Tutorial (Godot 3 but still applicable)
devga.me/tutorials/godot2d/
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why not upbge engine?
Well, you didnt have a link so I mistakenly googled Godot with an A instead of an O, and my wife freaked out.. First Unity, and now this? What more can go wrong?..
@@Eiaelyour wife needs to calm down. Other women exist.
The Unity community moving to Godot and bringing their expertise and ideas to the project is one of the best things to happen in a while. I hope Godot can become the Blender of game development someday.
I came from unity and I see alot of potential in this game engine iam going to learn c++ too to help improve it
Personally I'm mostly excited that C# is now a priority for Godot. While I really enjoy Godot, I absolutely despise whitespace languages like Python and Godot's own script. Always been the biggest issue I've had with Godot so am pleased to see a proper language being introduced.
@@Dealman15 I'm all for more choice in programming language but if this syntax difference is the "biggest issue" you have with Godot, then you are obviously not a serious developer.
@cogspace nah. People have tons of preferences between languages, even on the small stuff.
The best part about game development is most of it carries over so you always have options for your preferences.
I just discovered Godot myself. At the moment I am preparing my Unity passion projects to port them for Godot. It also allows me to clean up a lot of older code and become a better developer in the process.
I love how Mike just keeps making 2-3 videos a day after unity announcement. Thats how you make the most out of the situation😅😅
Crisis PSA's 😂
their trash is Mike's treasure
I'm.So.Tired.
;)
Funny enough, I'm sick right now and its causing me not to sleep, so might as well spend the time on making videos for people in need.
Get those views, you deserve them
@@gamefromscratch I wish you good recovery - and also a lot of views ;-).
An influx of devs is massive for the development speed of an open-source project like Godot.
It becoming an industry standard someday like Blender did would be fantastic.
blender is not a game engine....blender is production tool. in production blender is crossing big house no doubt@stysner4580
Here’s hoping that GDevelop gets some increased traffic too.
@@MetalSonicReject but GDevelop has pricing and storage limitations, unlike Blender/Godot which is completely free
Blender is still not really used by large studios (they use Maya along with a suite of expensive software). Godot would need to go beyond Blender to become industry standard.
And then, Godot gets bought out by Riccitiello..
Thanks Unity for promoting Godot
Rumors are there is a unity logo hanging on a wall in the Godot development headquarters with the say: "employer of the month"
What an exciting time to make games. This Unity situation is such a blessing in disguise. Not only is there significantly more Godot YT content than there was a year ago, but the engine is totally updated and now so many people seem to be helping Unity users switch over. Thanks Mike for this video. It feels good to dive into a program that won't siphon money away from you at some point.
It might finally kill off an engine for indie devs that is, frankly, a mess of bad design decisions, multiple redundant systems, enabled by dependency on 3rd party packages, and bloated with features that are either gimmicks to make investors happy, or useful in niche cases but soon to be unsupported.
Open source engine being the most common amongst indie devs would genuinely be the most amazing thing to happen to the indie dev community. I've been having such a fun time working with Godot, I'm already preferring it over Unity, just a lot to learn!
It's just too bad if the Unity situation kills some developers. I hope many can transition smoothly.
I’m not sure this is an exciting time. Unity has its flaws, but what made it great for me was that I was able to collaborate with a designer who didn’t know much about code, but he was able to go in and polish everything (UI and other animations, particles, layouts etc). Godot might have that, but it immediately starts with a bad impression (terrible non-native looking file browser), so I don’t have high hopes that this editor is anywhere near a good replacement for Unity.
Something will emerge though. Hopefully.
@@pianoatthirty oh I for sure won’t be using Unity anymore any time soon. But I don’t find “clunky UI/UX” an interesting challenge for me to conquer. I want these things to improve, not become worse. Game development on its own is challenging enough, I don’t want my tools to feel like a step back.
I’m on a break from game dev anyway, mostly focusing on web, just hoping some more polished alternatives will emerge (or that godot will improve).
It's insane how detailed the documentation is for Godot. It is hands down, the best documentation I've seen for game engines I've used.
Might be one of the best docs for *any* software, period!
Did you see Bevy engine documentation? I'm not a game dev and I haven't even dipped my toes in yet but I would think the tradition of Rust where they come from would include even better documentation.
@@MrRolnicek I need to check out Bevy.
@@pythonxz It's not out in full version yet, it's in development but it's looking neat IMO
I always say "the reason Godot doesn't have nearly as many tutorials as Unity is because the documentation is so good people don't need tutorials."
Mike you're killing it hah, so many good videos. Glad to see your support in this! All the best
kenney the legend is here ladies and gentlemen!
holy shit!!
yup, killed my eyes at the end... x)
Very important thing to mention to new devs: 2D and 3D are handled completely separately.
I've seen some people struggle with that, switching between 2D and 3D and being confused where their scene went.
Different editor canvas but you can use 3D on 2D and vice versa, just to make it clear.
@@kylewhite2985 Do you happen to have any resources to help with this? Its a bit confusing to get it working out of the box
Nvm figured it out! You can straight up just add 2d objects in the 3d scene and vice versa, I just got confused for a second haha
I just wanted to extend my thanks to you for this excellent familiarization tutorial!
I'm a Unity dev of over 10 years both professionally and personally. Obviously like most of us, Unity's most recent scumbaggery has finally pushed me to look into other options. The fact Godot is free and open source is a breath of fresh air. I just want to be able to exercise my creativity and create my games without having all my potential profits siphoned from me.
Unfortunately, I've been put in a position where I'll probably be porting the game I've been working on for so long from Unity into Godot. It's also unfortunate that I'll probably just have to eat the cost of the Unity packages that I've invested in as well...
Videos like this are a Godsend though in helping make the process a little less painful.
You won't just be eating the cost of those packages, you'll most likely be re-implementing what they provided you. Godot is good, but people tend to gloss over some of it's biggest drawbacks and this one is huge in a lot of situations.
@@upta Well it's not fair to call that a drawback of Godot. That's a drawback of switching engines.
@@kevinscales The lack of a meaningful asset store definitely IS a drawback of using Godot, though and one people should be aware of.
I'm not trying to shit on Godot, but there's a lot of rose-colored glasses right now so people should know what the pros and cons are
@@uptawell Godot does have simular to an assests store, the templets. They are free and that part is good but more limited for obvious reasons.
But by keeping individual assests seperate from Godot there are numerious upsides. One Godot does not have the liability of managing an asset store. Likewise Godot does not have the authority to dictate how your assests are used.
And that leads to a final benifit.
So long as your assests from other game engines are lot legally linked to only be used in other game engines you can transfer them; although there is always pain and any coding will have to be gone over and translated and tweaked.
@@upta Absolutely, not having the asset store will mean more work you have to do yourself and learning the quirks of a whole new game engine is not done in just a couple of hours. If that is a deal breaker that is totally understandable. I'm sure the community will be super helpful and offset a little of that pain, but yeah, don't expect it to be exactly what you want or need without a little or maybe a lot of extra work.
As a Unity Dev that's jumping ship to Godot, this is exactly the content we need right now. Thank you for the video and I'm really looking forward to starting my Godot journey!
Every minute I learn more about Godot, I'm further questioning why I didn't switch from Unity a long time ago. I understand that Godot 4.0 is relatively new and added a lot of features, but this UI is just...so much better. It's blowing my mind that this is fully open source, and in my opinion better in most ways than one of the largest commercial engines available.
Unity is a proud sponsor of Godot
Lol default game splash screen for people transferring from unity is "this game made possible with Godot and poor unity decisions"
@@Tesserakt8wait really ?
@@Gecko730 hahaha no but I wish it was
😂😂😂
GoDot is used by kids who never developed anything.
After trying godot for 2 days, my thought is this:
Godot 3D has most of features that unity has, but I haven't find a good volumetric lighting effect.
Godot UI is better than Unity.
Godot particle system is similar to unity but with a bit more options, but it seems to have less features than Unity's vfx graph.
Godot editor runs faster than unity, but iterating stuff is slower than Unity: trying out different materials, different textures take more click, and Godot can't open more than one file directory.
Godot's shader editor is slightly better than Unity, it has better customizable nodes.
Converting shadertoy's shader to Godot is easier than to Unity.
Godot switching "render pipeline" is easier than unity.
Have you checked out the Volumetric Fog examples in the docs?
@@RandomGuyyy Yea, volumetric fog is pretty good, but I was using store asset that has much sharper light shaft.
I know you are just beginning your journey, but never forget that Godot is Open Source and willing to listen to any developer concerns. If you find areas that could need a rework, it would be super awesome if you could contact the devs and maybe have a brainstorming session or two over video for improvements? Any suggestions are welcome.
I know you would rather just create your games but if you could spend at least a few hours to let the devs improve a dialog box you frequently use, for instance, then that is time well spent in my opinion. :)
good thing about godot its open source so anyone can add features and fix things.
How is its multithreading and compute shader support? I'm making a game in unity that benefits highly from its multithreaded native physics, burst compile, and compute shaders. I don't want to switch to godot and lose a massive amount of performance.
For Unity-Devs who are freshly switching to Godot I don't recommend starting in GDScript, but in C# to have a more familiar environment to work with. Unterstanding Godots Node functions is soo much easier this way. And it allowed me to actually start programming or rather porting my 10 million lines of code to the engine.
Other than that: I really appreciate this introduction. Thank you very much!
10M is a lot.
I’ve been wondering, is it doable to use in games an architecture that decouples the game logic from the engine, so it is easier to switch engines?
It’s easier to reimplement a interface than to rewrite everything.
But I’m not a game dev. Maybe everything is naturally coupled with the engine and there’s no benefit in trying to decouple it
@@greyshopleskin2315
10M was an overexaggeration, frankly. But it surely is a few thousands of lines.
It is doable and in my opinion it is the right programming practice. Of course, many Devs don't do it, as far as I know, because it can also be a bit mind bending and takes a bit more time to keep your code clean.
However, in the end it pays off. It becomes easier to know what your code does and to track issues, Or to even swap out components of your game logic.
As many have said, this is also my final nail in the coffin for Unity.
I am really excited to start working with Godot and port some of my Unity projects to it.
Also, good naming of the project - Don't Panic! Godot is here.
Godot is your towel. 😂
not in a mocking way. it just reminded me of hitchickers guide to the galaxy
All the unity devs have just been waiting for Godot
I hope some of these devs migrating to Godot that want to keep using C# actually contribute to Godot C# and improve the development.
I hope enough of the devs decide to either contribute themselves or at least donate back to godot. The more that happens the faster godot will develop.
Just want to say that I'm a hobbyist programmer, and I would definitely be interested in working with the C# version of Godot, but unfortunately most of my programming education is self taught, and I would not be a good candidate for any contributions to the project. I could definitely come up with ideas for people to implement for new features, but implementing those is something that I'm not capable of. I would love to see the development of the C# version boom, so that it's as good an option as Unity for people most familiar with C# development
@@trashcasterEven if you can't contribute directly yourself, there's always the option of donating a portion of what you earn from any games you release (assuming you do sell any games you make) to Godot. Spreading the word of Godot being a good choice of engine is also a form of contribution as well.
@@trashcasterOk. I think your being too hard on yourself.
I was in a simular boat when I first started thinking about making a video game as a hobby, then again when i first started writting code for industiral applications.
But in between those two I just took a free course, and paid for the certification. Now I am old enough I started coding on an Atari, I was dizzyingly out of date in coding. But thats all I needed, a free course with a paid certificate that had my work reviewed.
AND.
Coding contrabutions are volunteer based, you go through the code and look for whats causing a certian bug then submit your fix to the bug, the devolopers review it and implement it or discard it so its far lower stress then coding for a corperation.
Yeah, C# content is seriously lacking for Godot. If someone picks up the mantle and starts making quality C# content it would help the Godot ecosystem tremendously and help transition a lot of Unity devs over.
Grabbed it after the unity news. only planned to use it for a fan game, but I don't want to put unitys name in the project anymore. Was immediately impressed by godot just in first impressions. No ridiculously long and complicated install process? Built in Light weight IDE? Honestly looks to be an improvement even without unity fishy business practices lol.
When you consider which version of Godot to use, keep in mind that Godot 4.1 with C# currently does not have Web Browser and Android exporting support yet.
If you want to support Web Browser exports specifically, Godot 3 is your best option currently, but its possible to make it work with Godot 4 (non C# version).
Godot 4.2 will have full Android export support again, experimental versions are available rn.
yeah .. waitting html export for use godot 4.x in jams
Gdscript for web exports work just fine
But in general compared to other engines the base file size is *much* bigger then in some other engines (i.e. Defold, Cocos Creator or GDevelop). In general Godot is - like Unity - since 3.x and especially 4.x more for Desktop games imho.
@raynalldoprime Thats reasonable, but just to make sure this was clear: The android support is only missing for the C# version. The normal GDScript version still has it.
This year's Global Game Jam is going to be a riot. Riccitiello is going to have a grand old time explaining his genius to shareholders. 🤣
I just looked at Godot yesterday and... i'm intrigued to say the least, it looks very user friendly and easy to get into
Well, i didnt expect to change from Unity since I've been using it since my early college years, but at the light of the recent events, im glad you created this video. You just got a subscriber and hoping to see more tutorials. I would very much appreciate a tutorial or video on how to develop to VR/Oculus with GODOT
You can actually check around the internet and through the documentation, because I'm pretty sure Godot already has VR functionality.
What a super exciting time for Godot, rip Unity
I love Godot really hoping it takes over and the community based videos sky rocket
Thank you for all your content and support in the community! As someone who wants to get back into Godot after years away, I hope I learn something from you!
Although the tutorial is for beginners, this is such a great overall tutorial that covers as much as possible without becoming complex! Great job.
Thanks for making this!
Great video, wanted to go for unreal but I got crushed by it's size. You changed my mind and I'll probably stick to godot.
This video has already taught me more of Godot than many have shown me of Unity. I'm not sure what it is, I think this engine just feels easier to pick up once you start tinkering with it. I've known of it for a while but never bothered trying it. Definitely gonna see what I can do here, thanks for the good starting boost!
I know the news surrounding Unity pretty much sucks across the board, but on the bright side, what a unique opportunity for channels like yours Mike. Having extensive experience in both engines and an accompanying TH-cam channel to post content like this on? Hoooo boy ;) Thanks for the content, luckily for me personally I switched to Godot a few years back already. FOSS rules.
Thank you Unity for helping me get to know Godot. Thanks indeed.
If you look at Unity's scene tree you realise it looks a bit like this:
Scene - GameObject - GameObject - MonoBehaviour
In the end, that's a Tree diagram, but with limits like it has to have Scene as a root, and MonoBehaviour can only be a leaf without children, with GameObjects in between.
The Godot version is much simpler, having nodes at each level, but the nodes are typed instead of being a generic container until you reach the MonoBehaviour. With that in mind it's easy to convert a Unity scene view into a Godot one. Often you even design your prefabs with a root GameObject that has some custom behaviour scripts, and then you put the 3D models, sound emitters, particles, and so on as children of that GameObject.
The main difference to keep in mind is that you lift one of the behaviours up to replace the GameObject when you move to Godot. That and that you create subclasses of the more specific functions instead of making a generic MonoBehaviour that then hooks into other behaviours. If you can wrap your head around that you're well on your way to grok Godot. Of course, there's changes in the details of how things are done, but that's the main one that people tend to react to.
I personally prefer Godot's version since it's a straight up implementation of a Tree data structure, used to make a Scene Tree. That's despite that I've not made anything at all in Godot really. And you can even structure a Godot scene tree to be essentially the same as Unity by making your scripts all extend the base Node and put them under a Node3D to act as the GameObject, at that point it's mostly a difference in function and property names.
Probably the best quick overview I've seen on the godot engine. Would be happy to watch more in-depth tutorials on godot
Perfect video for Unity Refugees looking into Godot. Thank you for making this Godot tutorial guide. Hopefully the all powerful algorithm will spread this to all Unity Developers interested in Godot game engine. ❤ Thank you!
Thank you. I hope all unity devs and people who started their game dev journey recently (like me) have a good time!
@17:20 I've been using godot for over a year now and I didn't know you could just drag+drop tabs! Coool!
The hearse kit being an "appropriate choice" was the perfect shade of shade. A+ my man.
One of the cool things about Godot is if you wanted to make a game that's optimized for the Steam Deck, you could develop the game ON the Steam Deck.
It has been a while since I checked in on Godot. It has come a long way! The migration from Unity to Godot is going to be a snap.
Thanks!!
Thanks! Very succinct and focused.
Godot is a great engine, I switched from Unity a year ago and I don’t regret it!
I haven't been this excited to learn a new engine since I first learned Unity in highschool 10 years ago.
Holy moly a new tutorial from mike? It has been years!
Oh come on, it's not been that long ;) I do need to start making more tutorials though, it's like revisiting my roots.
I used Unity for years as a hobby, but it's about time they got a wake up call. Originally, I switched from Unity to Godot, not because I hated Unity or anything, but because the Unity editor had trouble with running on lower end hardware. So, I couldn't do any programming if I was out of the house since my laptop at the time was really old and crusty. All of the recent bad decisions are why I'm not going back. If the Godot devs want to go in for the kill, they should give someone money to make something like RPG Builder for the Godot engine. That will help pull in more people from Unity.
100% this. If we can get a RPG Builder/Maker/Base-like for Godot so many of those devs would have such an easier time jumping in.
Indeed. On older hardware with a hard drive, I have sometimes waited for a cigarette or two. ☺ If the editor crashes it's very annoying to wait for it to load again.
Examining RGP Builder...some things you might wanna check out.
- For dialogue editing, there's godot_dialogue_manager and Dialogic.
- For BehaviorTree AI, there's beehave.
- For a "skill system", there's godot-gameplay-systems (and probably others too).
- For updating your game "live", that comes out-of-the-box in Godot. When debugging your game, any changes you make to the scene/scripts are synced in real-time to the separately executing debug game instance, so you are literally editing the raw scripts/scenes as the debugging game executes. That's why changes are "preserved" while debugging.
Everything else seems like it would either already be available in Godot (for low-level features) or require someone to build up a massive Godot Addon that just includes a huge number of assets related to particle effects, animations, user interface elements, etc. Nothing of that scale is currently out there, but it would certainly be possible for the developer to port it to Godot and then put it up for sale on Itch (or for someone else to perform a similar task).
"make something like RPG Builder for the Godot engine" Strongly agree. RPG Maker is a mature framework with lots of history and exposure. Other similar frameworks for other genres would be great.
i have 0 experience with game dev but i am a seasoned web dev. your video is so clear and easy to follow, best one i've seen on godot.
So helpful! Would salivate over specific tutorials for us Unity users so I don't have to muddy too much through beginner content
Thank you for taking us Unity devs in, I feel like a refugee seeking asylum to escape a corrupt unjust government lol
you couldnt have said it any better! (also a unity dev)
@@halfmune5242 former unity dev you mean? lol
@@The1Wolfcast yes FORMER
I scrapped two game ideas the last two years and had just started one about 7 months ago. I'd only really created my assets and wrote some code - not late enough to switch to Godot C#.
God works in mysterious ways man...
One new feature of Godot I really appreciate is the ability to customize which nodes are visible in the nodes menu, so if I'm only working in 2D or 3D, I can speed up the workflow by disabling the visibility of them in the menu.
Coming from Cocos2D (like 10+years ago) the node/scene system is identical and very nice to use, loved it.. , then I moved to Unity, and now I guess to Godot :)
I'm still laughing at the choice of asset and how you just casually commented on that choice. Made my day. Looking forward to more transition videos :)
I should have switched a long time ago. Godot feels a bit less user friendly on some part but it's open source and lightweight, I'm totally moving to it for good this time. Thanks for the video 👍
Barring some massive change of events I will be migrating to Godot after my current project wraps up, Thanks for the great video.
I feel kinda sad that I was starting to think learning Unity and getting hands dirty with C# in general. I feel glad though that I have already used Godot and it's having a massive rush of popularity. Amazing tutorial btw.
When I got into Godot there wasn't a lot of tutorials because the community was so small back then, hitting a wall take a lot of time to get over. As Godot get more popular and now if Unity's devs starting to switch over, it's gonna make life easier for both veteran and new indie devs.
And oh boy, do I'm glad that i chose Godot over Unity.
For me, the two biggest conceptual differences with learning Godot were that scenes are the same as prefabs (mentioned in this video, but could have been focused on more), and that 1 node = 1 component.
In Unity and Unreal, a game object can have LOTS of components attached. In Godot, your base node will have a ton of child nodes each with exactly 1 behavior. This affects how you think about node hierarchies, class extension, and node references. I've found myself structuring things differently in Unity and Unreal after learning Godot. Previously, I was very stingy with game objects and would load them up with a ton of components, sometimes multiple copies of the same component class. When referencing them in another component, I'd just have to differentiate them by their data. But giving key behaviors their own game objects makes them much easier to find and distinguish in the scene.
Yay! More great videos for Godot please 😊
dropping video at right time, good job
LOL, this is exactly the video I need. Of course you know that because that's why you made it, thank you.
Unity's implosion is hard for me, as it is a genuine production setback (many months - near a year of work to redo) but I kind of saw it coming months ago, already began donating to the Godot dev fund a few months back knowing using Godot was a potential plan B if Unity's horrid CEO did something staggeringly dumb, which he did. I am now all in on Godot and will be donating regularly and figuring out how to rebuild my gamedev projects with Godot. Wasted $300+ total on Unity assets, will likely put similar amount or more toward Godot over the next year as a show of support for what I hope will be a far better toolset.
Thanks really appreciated.
But damn didn't expect Godot to be this simple and powerful
Good good, this has come out at the right moment
I LOVEEEEE the fact that godot does not have the billion useless features that unity has tbh, it makes everything make sense to me.
Today, I watched Godot tutorials and I discovered that I can easily switch from Unity to Godot. It's the first time I am watching Godot tutorials
Amazing video! Very informative and straight to the point :) Very much inspired me to get into the engine and tinker with it
Finally. When I saw there is light theme for editor I was instantly convinced to use Godot.
Thank you for the service you provide throughout these times of need.
It's amazing how Godot works on Android so well
Brilliant introduction - thankyou very much. This will prove to be very useful for obvious reasons.
As a JavaScript programmer, I understood this perfectly, Excellent performance.
I have to say thank you very much Mike. This will certainly give confidence to those that are on the fence.
GFS, you nailed it. Whom better to make such a video, given your experience with a plethora of engines and applications in general. And holy $#@+ thank you for showing that Godot is not GDScript vs C#--use the language that is best for the situation--code some in GDScript, C#, C++, and up until recently a visual script.
I'm not developing any game at moment, but a liked your video and downloaded Godot engine. Im a huge fan of Phaser engine philosophy, Godot seens have the same spirit. The opportUNITY showed and the commUNITY growed.
PS: Im not a english native speaker.
I'd love to see this influx of Unity devs' feedback work towards adding and refining features in Godot to make it that much more polished and accessible for newcomers
Bravo, bravo and bravo! Clear and concise. Loved it!
I develop my next title in Bevy and so far it is stunning.
FINALLY!
A tutorial aimed specifically for Unity devs looking to switch
If I made a Godot game, i would make a splash screen or put the logo all over in my game.
I'm so happy to see all the new Godot support. 💕
8:07 is that like the Start and Update methods in unity? I dont get what you mean by on tick etc.
Spent my free time the past week learning Godot and so far I can say I like it better than Unity, maybe that will change when I hit some of the engines limitations, but the fact that you can add in your own source code via C++ for custom engines blows my mind and could make it superior to Unity in ways.
Not just via C++. The GDNative (Godot 3) API is designed to be amenable to binding other languages (For example, see the godot-rust package for Rust) and Godot 4 redesigned it into GDExtension with the intent to broaden what can be accomplished using runtime plugins (i.e. dll/dylib/so libraries) instead of needing to make a custom build of the engine.
great video! one thing I would have liked to see is how you go about loading + instantiating a scene, since loading an managing lots of assets in memory is a big part of how I would architect a Unity project.
0:40 There's one major concern when downloading Godot 4 vs Godot 4 with C#. At present, Godot 4 C# projects cannot be exported to iOS. You can use the Godot 3 LTS version if you need to export to iOS while using C#.
Love the channel and all the alternative engines you keep showing us. The one I'm most interested in is Flax. Wondering if you'd be willing to do a similar video on that or if you could point to some good resources for that. Thanks.
Would need to get a bit more hands on time, but I may consider it.
We just need more and more varied tutorials on Godot.
Thanks for making this video, I'm sure it will help a lot of people
very good intro to godot, thank you!
This is one of the best beginner tutorials i've ever seen.
Glad to hear you liked the tutorial. Stay tuned and I will hopefully have more coming (oh and I have 100s of other ones already on the channel).
jesus 2 videos a day thats alot
dont burn yourself out
1:08 into the video Godot is already downloaded and installed, while Unity would probably take the whole duration of this vídeo to do the same thing. not to mention i can't find any annoying "create account" button in the Godot website just so i can download the thing.
Wow, thank you for such helpful introduction!
Unity is inspiring us by promoting other game engines ✨✨✨⭐😊😊😊
For a second, i thought the title said "Godot is Unity for developers", which to be honest, is pretty fitting xd
A lot of people doesn't know about Open 3D Engine which is an amazing open source engine. Made by Amazon and now under the Linux foundation.
I hope in the near future for Godot and O3DE to be the industry standards. Let the big fat companies earn more money.
Thank you for this! I just dumped Unity and was planning to go back to Unreal, but you've convinced me to seriously run with Godot instead. Liked and subscribed.
On time! Make some more please really needed.
26:03 MY EYES 🔥😩🔥
Awesome tut!
Just the video I was looking for 💪💪
Great video. Actually quite informative, as I know about Godot, but have little hands on experience with Godot. The video is a bit rushed, but... I actually prefer it, as it get to results quicker and I can always rewind. Plus the enthusiasm is makes me want to try things. 2 points that I was expecting were: Godot used pixels in 2d so you can get PIXEL PERFECT that would be better then Unity and 2 there are importers to go from Unity to Godot in SECONDS. Maybe those point will be in a "Godot for Unity Developers with a existing project" video?
Humblebundle have a Godot software bundle right now, they still have the unity bundles available, but a new bundle just hit for Godot. Teaches you a different ways to make different games.
Wonder if sales on the Unity bundle fell off when the news hit?
@@brodriguez11000 some how I dont doubt it.
I'm not looking in to switching over just now since I have some projects WIP but there are some things I really would hope are part of the Godot pipeline that are a given in Unity for an example. With Unity I can save a .max file from 3ds Max to an asset folder inside my project and once it's in the scene it's updated automatically every time I make changes in 3ds Max and save the file. It's a small thing but it becomes a huge thing over time when you're finalizing files hopping between Max and Unity to polish technicalities like UVs, rigging or cleaning up meshes etc. If I had to click a menu and press "reimport" or whatever every time that would accumulate over time. Saving files in Photoshop as PSD links them automatically aswell, you don't need to save as a .PNG to use inside the engine. You can make changes to the PSD in Photoshop, save the file as it is and it's updated in Unity with every change. Stuff like this, QOL things mostly. Those always seem a bit lacking in newer/more lightweight engines.
The guidance is appreciated! 👍
This is a great push for Godot and other open source engines.
I always work only with free open source tools so I don't have to deal with such situations as with Unity/etc. ☝🧐👍