Why Godot made me RUN back to Unity
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- čas přidán 28. 04. 2024
- Unity Dev tries another engine, what happens next will shock you! Nah but screw unity atm, wanted to check out some other engines.
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Twitter: / tjgamedev
About me -
Hi I'm TJ, a developer who is passionate about learning gamedev. I primarily develop games on the unity platform using C# but any code is fair game. I’m still learning a lot but hope you’ll enjoy my
Software Used -
Unity Version: 2021.1.22f1
Visual Studio Code: code.visualstudio.com/
Adobe Premiere Pro: www.adobe.com/products/premier
Adobe Photoshop: www.adobe.com/products/photoshop
PC Specs -
NVIDIA GeForce RTX 3080
AMD Ryzen 7 2700x
32GB RAM
Way too much caffeine
00:00 - Intro
00:27 - Unity Debacle
02:20 - What is Godot
02:55 - Initial Thoughts on Godot
04:48 - Why I went back to Unity
06:10 - Godot issues
08:05 - Why I'm Rooting for Godot
09:52 - How to Pivot from Unity
#godot #godotengine #unityengine #unity3d #indiedev #gamedev #indiegame #gamedevelopment #devlog #madewithunity #unity - Věda a technologie
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 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 👀)
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.
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'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!
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?
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.
Its just a buzz words, direct integration for what? Materials are not transfered correctly. Sure you can throw 3d model from Blender to Godot, but is it a big problem? You still need to work on game levels in Godot, not in Blender. Blender is just a source for assets no more.
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.
As a software dev, I appreciate you sharing your experiences with both engines.
Thanks man!
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.
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
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
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?
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.
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.
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.
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
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.
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
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.
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!
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
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’ve never seen a gamedev so ripped as this dude lol. Anyways, sub earned.
Haha thanks man
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
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
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!
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
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?
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?
@@Luluskuy 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.
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!
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.
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.
Well said brother. Great video.
Thanks man, always appreciate you
This whole thing made me download Unreal and take a serious look at it. I've been working in Unity for 12 years now. I sell assets on the store. But man... Unreal feels like a major upgrade. For a whole host of reasons, Unreal feels like a professional environment and now, looking back at Unity, at the risk of sounding condescending or something (and I don't mean too), after spending some time in Unreal, Unity just feels like a less mature environment. I know how that sounds. But you should give Unreal a serious look.
I also installed Unreal to give it a chance. At first glance Unreal seems really messy and heavy though. I don't know if my PC is quite specd enough to handle it (Surface Pro 8).
totally fair take, UE is definitely leagues better
You are right. UI is leagues above Unity's
@@nursultannazarov8379 Really? I don't think so. Maybe it's because I've not used UE enough yet, but I find it very confusing.
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'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.
What do you use for blender exporting? I'd like to also do animation in blender but it's always a pain getting them into Unity this way.
There’s a unity fbx plug-in to blender
Great video. Thanks for sharing your experiences and thoughts here. You're doing great work.
Thanks so much man!
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 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.
thanks TJ for sharing you thoughts on both engines. I saw your PC spec but wondering if you could share more on your desktop setup? I am quite interested in your monitor and the light bar, microphone, webcam etc.
It would be great if you could also share your Unity working flow tips you mentioned why you decided to stick with Unity.
thanks in advance for your time
Monitor is a dell ultrawide, was around $300 on sale. Lightbar and webcam were just the cheapest I could find on Amazon. Probably $30 each. Mic is fifine. Workflow tips are a combination of assets, scripts, and folder structure that I’m just really comfortable personally using.
Great video I enjoy listening to this man talk, are you going to keep working on Tavern game?
No plans to right now
@@TJGameDev How come if you dont mind me asking
For a true feel for what Godot can do, look for Leaden Sky 2: being made in Godot 3.5. Devmar is making Penitent in Godot 4: www.youtube.com/@actualdevmar
The engine can do the job, the art takes work.
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.
Any chance you could share the code for that test project with the building dropping, would be cool to see how you approached that coming from Unity
Yeah join my discord and ping me and I’ll send it to you
@@TJGameDev will do
Curious what you meant regarding Postgresql for sound libraries. I was thinking of doing some (Godot) tutorials on more databases since I have expertise there, but not sure what you mean regarding libraries with it.
Oh sorry, I was just wondering if I could store audio files in a db since postgres handles just about anything. That way I could use it in either engine
@@TJGameDev Ah gotchya. Yeah pretty sure that's no problem. Postgres has a "byte array" type which can store binary stuff. I haven't done a "lot" with that, but it's surely possible, just might be a little annoying going between the string format/dword/whatever that is lol - like 0x..etc... but once that's figured out, should be fine. Postgres isn't the only one either. Another popular one, if you're going with relational, is MariaDB. That's basically the open-source continuation of MySQL (Oracle bought MySQL a while ago).
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
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
One of the most honest and on point reviews I have seen yet so far. Thanks
Thank you so much man!
Good luck for next "charge for each game start" policy
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!
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!
great video! this will help others struggling with the same situation
I hope so!
you CAN make your code run in the editor. you can even make physics run in the editor. they CAN definitely improve it to not mess up the save when it changes if you need a procedural animation. but if you need some procedural mesh generation based on some exported variables, you can easily get it.
you can even fetch data from the web.
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
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.
Excellent video. Thanks for sharing your thoughts and state of mind. 👌
Glad you enjoyed it!
Appreciate the even-handedness of your thoughts on this. Should have expected it from a fellow PSUer!
I've been toying with the idea of hobby game dev for a couple years now (having moved into management over a decade ago) as a way to stay in touch with development. You earned a new subscriber.
We Are!
@@TJGameDev oops a little late. PENN STATE!
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'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
Most videos about Unity for the past 3 weeks has just been profiting on something big with no though put in but you sat down and explained to the masses. Thanks
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.
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
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
If you don't want to use Unity's NGO for multiplayer because you want your game to be as engine-agnostic as possible.. how would one implement engine-agnostic multiplayer? You'd code all the networking stuff yourself with no packages?
I don’t know. I should have clarified that I’m just not going to use multiplayer right now
I'm worried about how they will know about when a game is installed. I don't want to install a unity game on my computer that is going to call unity telling them about my computer. How else will unity know if I'm installing the game for the first time or if I'm just reinstalling a game that I had deleted for room and decided to play it again.
It’s self reported now
@@TJGameDev so the users will contact unity and say I'm installing the game for the first time and charge the devs for an install? It can't be the devs self reporting because how does a dev know if I'm installing the game for the first time or if I'm installing it after I freed up room on my computer. I don't know, many people that buys games telling unity that I'm installing the game for the first time.
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
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
How long did it take to make that backlash collage? Lol. What software did you use?
5 seconds cause I stole it from Twitter lmao. If you search for Studios F’d by Unity you’ll find it
My Nr1 thing thats missing in Godot is Editor Debugging. Its so difficult to see what certain things do when you got a bug.
💯
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 CZcams to check.
Eggs, basket etc.. learn all the things!
Totally fair point
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.
Synty store seems awesome! Is it engine-agnostic? Because I've decided to take a swing at making my own game engine, and would love am asset store I can still use.
Yup, the source files is what I was using in godot
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.
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've just finished porting the Wave Function Collapse script that I wrote after getting some pointers trough your roguelike video from unity to godot!
Congrats!
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
30% of steam is crazy
One thing that bothers me in Godot is not being able to draw lines with a custom thickness in 3D. Godot 2 supported that, but then it was gone in Godot 3, and it's still not back... I like to make tools, like level editors and such, so I need this a lot. I managed to make a tool that simulates lines with thin, oblong cubes (using MultiMeshes for performance), but it's still not the same thing.
Other than that, the physics also have some issues. I personally don't care at all for graphical fidelity, so I'm not too bothered by any lacking features on that front (I don't even know if there are any).
I never stuck to Unity because I had a lot more trouble learning it due to outdated tutorials, and I also dislike C#.
yeah physics were so bad I heard people just use jolt (i think) instead
@@TJGameDev yea, Juan also said something about the possibility of integrating Jolt in the engine officially at some point. Either way, Godot 4 improved the way you can add physics engines to it, so the future may be bright.
I'm wondering if you've ever looked at, or used the Stride engine?
I personally only found out about Stride 2 days ago, and briefly looked at it, and it seems pretty damn close to Unity from what I saw so far.
Nah I haven’t, did you like it?
@@TJGameDev No sorry, I was hoping you would know something about it, and would have some thoughts on it. LOL
To me it looked like a more viable option that Godot at a glance, but is kind of weirding me out that I hadn't heard of it until a couple days ago, when a buddy told me about it because I was so annoyed with Unity and was already looking at Unreal to start all over in after 10 years of time wasted on Unity...
It's apparently been around for a few years and was apparently made by a pretty large studio as well called Silicone Studio, who was using it for themselves then I guess they made it open source 3 or so years ago.
It even looked like Unity, uses C#, and I think I read something about it being simple to go from Unity to Stride, but like I said, I only glanced at a video or 2 about it so far...
Anyway, I guess if you saw it or were into it, you probably woulda had a video about it as well, but I figured I'd ask.
Thanks for the reply man!
It doesn't have occlusion culling, so forget it, if you want to make performant games. Also editor is Windows 10+ only, so you won't make your game on Linux or MacOS.
The live code aspect of GDScript is 90% the only reason I considered Godot. It's such a great feature they should emphasise. In Unity I use 'Fast Script Reload' an opensource equivilent. It's flaky and only works 70% of the time, but it's amazing when it does.
Yeah the live code was nice, sick of waiting for Unity to compile each change
damn bro ur jacked 💪
Thanks man 💪
Can you make console games in Godot? I did a quick search back when everyone was saying move to Godot but all I saw was a post so no because the sdks are NDA and Godot is open source. Hqvnt seen anyone talk about that tho
Yeah but I’ve heard it’s expensive, you have to go through other companies because the console companies don’t want their code to be open source
@@TJGameDev ah good to know it's possible
This is totally on point. Awesome vid! :)
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
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
I’m not a developer, I just like playing games, and came here following Slopes Game Room video on the whole saga. I saw this video title and thought “oh here we go, who’s this Unity simp…?” But actually it was a really enjoyable and well balanced video, and you brought up a load of really good points. Good luck with your developing in the future 👍🏻
Haha I appreciate you giving me a shot
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!
Good video. Liked. Also remember...
The reason "it depends where you are right now" it also means how addictive you are and got used to using the one tool over the other and how big the damage was for you or will be for you if you release your game with Unity. Is super hard to break habits.
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
I am still using Unity, is true the trust is shook, although new policy is fine, I am still using v2022 at the moment.
Godot v4.1.1 is not complete yet, mobile development is not ready, as many said, hopefully Godot can be as good open source as Blender.
Godot has bugs reported since 2017 still not yet resolved until today as I am writing this post, some member in the discord also replied very rough when asked why this 2017 bugs still not being resolved and asking us to fix the bugs.
Nothing is perfect, to me under Unity for years, I never encounters such feedback in the community channels.
Is good to learn up Godot as backup engine, when the mobile development is ready, I think is a good tool to have, in case UE or Unity may change policy in the future.
I like your thinking around remaining "engine agnostic" as much as possible. To me, that seems like a healthy mindset and approach. It also enables you to be nimble and use different engines when it makes sense. That said, I believe Unity's best path forward at the moment is to lean into the indie dev community by open sourcing Unity (yes, I'm serious), funding OS engines (e.g. Godot), bolstering the Asset store and adding content for other engines, and generally not being an a55hat. While they did walk back their decision somewhat (credit where it's due), they didn't really demonstrate integrity and commitment to the gamedev industry so much as deal with the backlash. It would be nice to see them recognise the significant and important role they play as leaders of industry in a very tangible way.
Agree with a lot of what you said, I doubt they will do much for other engines but it would be great to start rebuilding trust
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!
Everything you're saying is super valid, and I find myself in the exact same position as you (wanting to switch to Godot, but Unity is just better suited to my needs right now). However, I just wanted to add a few things:
I think Unreal's main competition is proprietary engines, not Unity or any other publicly available engine. If Epic increases their royalty fees, they risk their customers leaving to build their own software. Unreal is also lightyears ahead of Unity when it comes to high fidelity graphics; I know you can make good looking games with Unity, but I keep hearing devs complain about bugs and performance issues when doing so.
Competition is always a good thing, but historically and presently, Unity is the company that is constantly being criticized for their business practices. Dark mode was a premium feature until several years ago, and they only just announced allowing users to remove the Unity splash screen from built games (which was part of an apology for their recent shenanigans).
Unity is the right choice for us right now, but I don't feel the need to defend them at all, haha.
You're spot on. But keep in mind, that the 5% revenue share is aimed strictly at indies. Companies on the level of capital of CDProject Red, that license Unreal Engine, have specific contract signed and general licensing terms don't apply to them.
@@SylvanFeanturi Ah, wasn't aware of that. The first million is royalty free, so I think it would have to be some pretty big indie studios though. Although, I could see how a 10 person studio would struggle to create their own software, so I could see Unity being competition in that case.
@@unrighteous8745 Oh yeah, for sure. Unity made cost calculation really difficult with their latest changes, though XD
Agree on pretty much everything you said. Although CDPR had all the money in the world after TW3 and CP2077 yet they’re leaving their RED engine to use UE5, which makes me assume that building your own engine is incredibly difficult and expensive
Unreal has a history of lowering its prices, not only that, it historically has given money back to Unreal users when they've lowered priced. Unreal does have its own set of problems, but financially, its users have always been able to trust it. UE is also really good for small games, and if you spend time with UE, it is just as easy to make them in UE as it is any other engine. 2D will be a little more awkward, and you'll want the free PaperZ plugin, but other than that... it isn't really a bad a choice as people make it out to be. I've seen people use it, didn't look overly cumbersome to me.
I am going to subscribe to this dude. I think he would be useful in my Unity and Godot training 😊
Thanks for the sub!
Super good video. Love your natural approach
if u want to make a gread 2d or 2.5 games, godot is good for it. but if u want a very realistic or semi realistic 3d game, go for unreal. godot is good for 3d but some 3d quality still need to updates, so if u still want to use godot for 3d u can wait for another version because each update of godot has massive improvements