• It’s great that Godot was in a good place when Unity had its (inevitable?) implosion. Having used both engines I think they are comparable enough that Godot was a perfect fit for small indie and casual devs to move over to without having to learn a completely new workflow. If Godot hadn’t been around I don’t know where everyone would’ve migrated to.

  •  Elise   ( @xilliah@beehaw.org ) 
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    12 days ago

    I’ve been with unity since the early days and back then it was this simple little engine.

    Today it’s a nightmare. I just made an hdr project and imported their own terrain example assets and guess what? It’s broken in multiple ways. Now I have to waste time fixing it, instead of focusing on my project. And that’s as a unity expert rather than a beginner.

    That’s not to mention all the errors it loves to throw at me, even though it’s all quite vanilla. And how it loves to grab my attention with popup windows that block my view. How builds fail when I focus on another window. I could go on.

    They keep adding features without finishing them. Clearly some kind of impulsive marketing behavior, rather than listening to the experts.

    The cherry on top is that licensing nonsense they pulled, putting my hard earned livelihood in danger. That stuff really makes you scratch your head and look around.

    Seriously, try out Godot.

    Edit: I actually just realized I haven’t even started yet with truly getting stuff off my chest here.

      •  Elise   ( @xilliah@beehaw.org ) 
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        10 days ago

        Okay one thing that bothers me so much is how hard it is to hook custom logic into the play button. Like all I want is my own script to run when someone presses play.

        Sometimes this is important because you need to do some processing on the scene. Or perhaps the scene is a UI scene or something and you just want to start from another scene that shows the UI at work.

        Like if you are developing a UI, you just wanna press play and it should just work and play. Either from the start scene or a test scene.

        That’s the weird thing about unity. On one hand it allows you to do a lot of editor customization, and I haven’t worked on a project yet that doesn’t have some form of that. On the other hand, you can’t even hook into or replace the play button logic, which you could argue is the most basic action of all.

        Another thing is that a client I am working for just switched to unity’s version management. And it just doesn’t work in a straight forward way. I still don’t have that working because I need to work and get stuff done.

        Another thing is that their new animation system didn’t even allow me to query the duration of an animation, at least back when it came out and kept marketing with it. We actually ended up writing an entirely parallel system with meta data which was overly complicated for what we needed.

        I could go on…

  • The pair said it was a major relief that the calamity came after version 4.0 of Godot was released in March of 2023. That version, they felt, was most ready for a sudden rush of new developers.

    Sounds like they saw it coming for a long time and successfully prepared for it

  •  Gamma   ( @GammaGames@beehaw.org ) 
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    1012 days ago

    I’m not really surprised! It’s come a looooong way since 3.0, but I’m glad to hear that the newer users are understanding of the model. I guess we have Blender to thank for that

  •  merthyr1831   ( @merthyr1831@lemmy.ml ) 
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    10 days ago

    Godot went from a promising but limited engine for hobbyists to the 2nd most popular engine for solo developers in about a year. We’re even finally seeing high quality Godot 3D games releasing to Steam.

    Give it a year or two and Godot might start to make headway into the established studios, too.


    Unity’s implosion has been amazing for loads of engines. other than Godot too. Bevy is making progress, and some of the biggest indies this year are on less known engines, like Balatro’s Love engine