Unless you plan on developing an open source game or need absolute total control over your project I wouldn't use Godot.
The greatest advantage of Unity is anyone can develop something for it very fast. The worst part of Unity is anyone can develop something for it very fast. An asset developer might build something which he or she doesn't actually update, or has a nasty habit of completely breaking your project.
The one thing I don't like about Unity is the lack of quality control with assets. Some assets will give you a nice foundation for a fantastic project, others will set you back days. Asset authors are almost always either absolute Angels, who will go out of their way to help you and if they can't offer you a refund.
Or their jerks, their assets don't do what they promised and they'll refuse to refund your money. If I could fix one thing about the unity ecosystem, I'd tell Unity to give asset buyers a few no contest refunds . I probably spend about 1000$ on Unity assets per year.
The one time a $15 asset ends up not working correctly I should be able to get a refund without begging the author for it.
Plus it's essential to understand what your goal is. Do you want to actually ship your game within a reasonable amount of time? Or do you feel like creating a project primarily for learning, or to just share the code on GitHub?
If you want to ship a game, either use Unity or Unreal. These are the only two engines which are well supported enough where you can get something done within a reasonable amount of time.
Open source engines are cool, but there is absolutely no expectation of things working as well. Let's say you want to build a project with Godot, and it's going well so you want to publish it to Switch. You're going to run into a ton of problems off the bat, one open source projects tend to not support closed apis which council manufacturers force you to support. So you're going to have to build your own integration there.
Vs clicking a build to Switch button with Unity.
Honestly I can't say enough good things about Unity, you have an amazing amount of educational material they publish. And for the most part I've been able to buy assets for $50 or $100, and save myself 80% of the development time on my projects. You aren't going to have a good time with Unity if you're adverse to buying assets.
That's basically a 2D / 2.5d game framework.
Nothing from the Asset Store is essential, but it would take much longer to do everything yourself from scratch, as well as being difficult to learn how to do everything yourself without examples to experiment with.
> The Corgi Engine is recommended by Unity as part of its 2D Essentials Pack.
Maybe I read too much into it.
Especially for a software engineer, there's of course always the fantasy of coding everything on your own. I might not get a platformer system because that seems "fun" to implement, but shaders often feel so beyond me that I'd just rather get someone's optimized shader.
Very surprising. ;-)
It's simply nowhere near as polished as Unity or Unreal. If you want to make something in Unity, you can pay a few hundred dollars for some assets, snap them together like Legos , add your own character models and be ready to ship in months.
In Godot, it's rare at all to see any paid assets. Meaning instead of being able to buy a starter kit and get my project done, I'm coding all this stuff by myself.
What important features is Godot missing that Unity has?
Here's a summary: https://www.reddit.com/r/godot/comments/axsohk/in_your_opini...
Missing occlusion culling is on the top of list.
The latest reference (from 9 months ago, so not much more recent) I could find for occlusion culling[0] says it and LOD are planned for the Vulkan branch, so those are still issues.
[0]https://old.reddit.com/r/godot/comments/emachb/how_long_unti...
When I played with Godot (two years ago, a lot has been improved since), it was definitely a bit raw. It worked, but I found it a bit of a struggle. I’ve been reading their release notes since and they’ve improved a lot, but I haven’t actually tried it out yet.
The one thing I personally don’t like about Unity is how much emphasis is put on C#, I just never got into the language and have no desire to use it. Godot is a bit nicer for me in that respect. I prefer Unity’s ECS and job system over Godot’s scene system though, but lots of people say the opposite.
I don't see anything so far to back up the claim that Godot isn't finished, which would mean it's not suitable for anything except for experimentation. Seems like it's at least fine for smaller games.
So you're saying we're Waiting for Godot?