Godot vs Unity: Developers' 3-Month Journey & Reaction

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  • čas přidán 15. 05. 2024
  • In this video we will reflect on our experiences in Godot 3 months in.
    Happy new year!

Komentáře • 43

  • @yoshiegg6537
    @yoshiegg6537 Před 3 měsíci +22

    lol first time I've actually heard pro's talk about godot vs unity. So many amateur gamedevs vids dominating youtube. Thanks for the input.

  • @RenderingUser
    @RenderingUser Před 3 měsíci +9

    this video is very valuable for comparing godot and unity. most videos talk about the more obvious things. i like that this video also contains a bunch of things that you cant really get to know unless youve been using the program for a while

    • @RoyasCoding
      @RoyasCoding  Před 3 měsíci

      Thanks! It has been a lot of fun learning Godot from Unity

  • @Polygarden
    @Polygarden Před 18 hodinami +1

    Great review and interview in general! Subbed your channel. I loved the detailed explanations. Btw. In Godot you can actually define a processing priority too.

  • @treysonsearle8441
    @treysonsearle8441 Před 2 měsíci +1

    Love this review thank you

  • @sean7221
    @sean7221 Před 4 měsíci +2

    Was great to hear your input fellas, hope to see more Godot related content 🙏 take care!

    • @RoyasCoding
      @RoyasCoding  Před 4 měsíci

      Thanks! We hope to make a lot more this year!

  • @AnwarAliCodes
    @AnwarAliCodes Před 4 měsíci +2

    Really enjoyed this. Ive just subbed too. Love from London UK :)

  • @bossanova3494
    @bossanova3494 Před 4 měsíci +8

    Gd script does indeed have breakpoints!

    • @RoyasCoding
      @RoyasCoding  Před 4 měsíci

      Good to know! Thanks!!

    • @rameynoodles152
      @rameynoodles152 Před 3 měsíci

      @@RoyasCoding Does Unity NOT have breakpoints?? I've not really used Unity enough to know, but that would be very surprising to me.

    • @killeriuxs
      @killeriuxs Před 2 měsíci

      @@rameynoodles152 It does, but I assume the issues they've talked about is IDE (so like Visual Studio) not attaching properly sometimes to the Editor, so you'd have to reset the references & restart the IDE for it to go back to working. Honestly didn't have that many issues when I used VS 2019, but after switching to VS Code from time to time it'd bug out like that.

  • @manchmalscott
    @manchmalscott Před 3 měsíci +3

    Funnily enough, Godot also started out as a 3D only engine, and they added 2D later. That's why (before 4.0) all the 3D nodes had normal names (Camera, RigidBody, Light) and all the 2D nodes were suffixed (Camera2D, RigidBody2D, Light2D).
    Also, I think the reason why the UI framework feels so good compared to other engines is because the entire Godot editor is build out of the Control nodes. The editor runs in-engine, so any work that goes into making the editor UI nice to use also makes game UI nice for free. I don't believe Unity is built using any of their UI toolkits, so the work that *does* go into them is spread out thinner.

    • @RoyasCoding
      @RoyasCoding  Před 3 měsíci

      I didn't know that! That's awesome! Thanks for sharing!!

    • @BanditLeader
      @BanditLeader Před 2 měsíci

      Yep that's the funny thing about godot. Godot is made in godot

  • @NEProductionE
    @NEProductionE Před 23 dny +1

    System.Text.Json is a better json serializer without performance issues and memory leaks

  • @SLSat
    @SLSat Před 2 měsíci +1

    23:10 I dont have much experience with unity, but I kinda like Godot's Area2D. Its supposed to trigger only when certain things get into their range, such as a hurtbox. This can encourage composition, since you're able to use a hurtbox Node on other objects.
    Though, sometimes it feels weird and a waste of memory. Why can't my character 2d' collision act as a hurtbox? But all in all I feel it is intuitive enough.

    • @RoyasCoding
      @RoyasCoding  Před 2 měsíci +1

      Fair enough. I still prefer the Unity method, but that could be just because it is what I am used to!

  • @Wobling
    @Wobling Před 22 dny +1

    What issues did you have with breakpoints in Unity? I've not really had any issues with it crashing the editor.
    Text Mesh Pro was originally a third party which was then integrated into the engine when aquired by Unity, they will soon be replacing Unity Text with TextMeshPro as the default.
    UGUI sucks, I agree.
    Regarding Multiplayer and multiple instances, Unity has a tool now to allow multiple instances with ease. It took too long but at least it exists now.
    I'm hoping Godot continues to improve with C# because I'd like to give it a shot but right now it feels like a second class citizen.
    From what I've seen the UI is good, the iteration time is good and there are many other pros but also its still early days.

    • @RoyasCoding
      @RoyasCoding  Před 22 dny

      For the breakpoints they have legitimately never worked for me. I remember when I started at my first job as a junior dev they told me not to use them since they would crash everything and I had tried them in several of my own projects since then with the same result. Since this video has come out I have tried them again and they seem to work well on newer versions of Unity.
      I think the textmeshpro full swap has taken wayyyy too long imo. It's a lot better, but I think it's confusing for newer devs to have both in the engine the way they are.
      Glad to hear they finally got around to the multiple instances for multiplayer! My company is still using 2019 so I haven't really gone super deep into the newer stuff.
      I agree the C# does feel a bit left behind in Godot, but I find I can do most things quite easily in it.

  • @10MinutesGamer
    @10MinutesGamer Před 2 měsíci +1

    Unity also has breakpoint debuging. Not sure it works with VS Code that I see you are using. I use VS Community since it has way more features (since its an IDE and not a code editor).

    • @RoyasCoding
      @RoyasCoding  Před 2 měsíci

      Yeah, I looked it up break points are in code. They just always crashed Unity every time I tried to use them and when I spoke to other devs they said the same thing. So I incorrectly assumed that they weren't supported. I will have to give it a try on the newer versions of Unity and see.

    • @10MinutesGamer
      @10MinutesGamer Před 2 měsíci +1

      @@RoyasCoding yeah saying that they are stable is just a lie (especially with large codebases), but when they work its incredibly usefull just like in GoDot and in general.

  • @ghostradiogames
    @ghostradiogames Před 2 měsíci +1

    In my experience scenes and such won't update unless you build, and your build must be successful for it to update.

  • @alexale5488
    @alexale5488 Před 22 dny +1

    Do you recommend using Godot for 3D? I see a lot of Godot seniors advising against it. They say Godot is good for 2D but terrible for 3D. Why?

    • @RoyasCoding
      @RoyasCoding  Před 22 dny

      Neither of us has used Godot quite extensively for 3D mainly 2D. So we wouldn't really know the kinds of hang ups that their 3D might run into when making a game. I have a few friends that have published simple 3D games in Godot and it doesn't seem to be that bad, but I would have to talk to them more about it.

  • @RenderingUser
    @RenderingUser Před 3 měsíci +2

    22:28 are you sure you dont just have rigid body's max_contact_reported set to 0 or have contact_monitoring disabled?
    edit: nvm, just tested it. quite odd behavior there. i never really ran into that cause im used to managing rigid bodies by code detecting collisions on characterbody
    i suppose one way to think about this is, the one doing the colliding is the one reporting the colliding. i wonder if these things can be solved by switching the physics engine, or by using the physics server in godot

    • @RoyasCoding
      @RoyasCoding  Před 3 měsíci

      We tried briefly with the swapped physics engines, but didn't do a full test. It didn't seem to make a difference though :/ That is a good idea to try interacting with the physics server directly! I will give that a shot some time!

  • @nftsasha
    @nftsasha Před 2 měsíci

    are you using godot 3, I guess? No reliance on strings in Godot 4...

    • @RoyasCoding
      @RoyasCoding  Před 2 měsíci

      Godot 4. There are TONS of string used in the engine compared to Unity. We use C# so even with scene specific names it's still a string. Maybe there's ways to avoid them? Since we are still fairly new to the engine we may have missed something

    • @artemis4771
      @artemis4771 Před 26 dny +1

      You can use export variables when it comes to referencing nodes or even scenes. Pretty useful

  • @cariyaputta
    @cariyaputta Před 22 dny +1

    No seamless integration (build your own web server) and features rushed out half baked is where Godot loses its plot compare to Defold.

    • @RoyasCoding
      @RoyasCoding  Před 22 dny +1

      I have never heard of Defold before! I will check it out! Thanks for sharing

  • @barbra09
    @barbra09 Před 2 měsíci +1

    netcode is very good and has very good documentation what are you even saying lmao and netcode has so many different ways to do things that unet didnt

    • @RoyasCoding
      @RoyasCoding  Před 2 měsíci

      Fair enough, I hadn't really tried with it since release, which upon release I found the docs pretty lackluster and ncfgo pretty buggy, I'm glad to hear that the problem has been resolved!

  • @sadaneduardo4391
    @sadaneduardo4391 Před 3 měsíci

    As someone who makes games for a living and wasted months trying to make godot work... godot is so bad that it lowered my expectations for all opensource software.

    • @RoyasCoding
      @RoyasCoding  Před 3 měsíci

      What did you find that was so bad about Godot?

    • @kazilife8059
      @kazilife8059 Před 3 měsíci +8

      Given that blender is a pure open source software, your expectations doesn't matter. And since so many is having an amazing time with Godot and you claim it's bad without providing a single reason why, maybe the problem is with your process or way of thinking than the engine itself.

    • @Cluxiu
      @Cluxiu Před 3 měsíci +4

      It's not the engine, it's the developer.

    • @abtin663
      @abtin663 Před 3 měsíci

      Lol
      loseerrr

    • @igoralmeida9136
      @igoralmeida9136 Před měsícem +1

      skill issue