Which is better, Unity or Godot? (rocketbrush.com)
from CarlLandry357@lemmy.world to programming@programming.dev on 01 Mar 06:49
https://lemmy.world/post/43713904

#programming

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HelloRoot@lemy.lol on 01 Mar 07:18 next collapse

godot

recursive_recursion@piefed.ca on 01 Mar 07:30 next collapse

With Unity continually kneecapping themselves it’s Godot no question

who@feddit.org on 01 Mar 08:44 next collapse

I haven’t used either one yet, but I already know that I would rather my projects be married to Godot than to Unity, even if that were to make development a bit harder. Open systems are far less likely to betray me in the future.

klangcola@reddthat.com on 01 Mar 09:21 next collapse

Building on top of Unity is a massive risk as made evident by last year’s rug pull incident. And there’s nothing stopping them from trying again

HelloRoot@lemy.lol on 01 Mar 09:37 next collapse

and the 2023 rug pull incident

klangcola@reddthat.com on 01 Mar 11:21 collapse

That was 3 years ago already?! Shit I’m getting old

Kissaki@programming.dev on 01 Mar 11:41 collapse

The article doesn’t even mention this critical risk and history. Huge gap.

Mihies@programming.dev on 01 Mar 09:25 next collapse

Unity has certainly more love from industry, probably more features. Said that, I’d go with godot, because Unity is privately owned and full of crap behaviors. Also there is an interesting advantage godot has - you are free to write .NET 10.0 code, it works. As opposed to Unity which still uses some ancient Mono runtime (somebody correct me if I’m wrong).

tabular@lemmy.world on 01 Mar 09:39 next collapse

Godot is yours to control. You, and others, can change the engine and share those changes.

Someone else controls what your copy of Unity does, and they want to get paid. They can alter the deal at any time. Spend year(s) investing while praying they do not alter the deal any further.

There are other considerations one can discuss (what do you want to make, user prior coding experince, what jobs want these days) but if you value your software freedom it’s an easy question answered by looking at the software license. MIT > Proprietary.

ExtraMedicated@lemmy.world on 01 Mar 10:45 next collapse

I’m unfortunately stuck with unity for now unless I feel like throwing away a decade of work.

Maestro@fedia.io on 01 Mar 11:39 collapse

Sunk cost fallacy. You won't need a decade to rebuild in Godot. You know exactly what you're making. It'll be waaay faster. Unity as a company has proven themselves to be untrustworthy. They will pull the rug out from under you when they get the chance.

thericofactor@sh.itjust.works on 01 Mar 10:48 next collapse

Would it be possible in Godot to create a multiplayer strategy game on iOS and Android? Anyone have resources to sync game states over the internet?

exist@sopuli.xyz on 01 Mar 10:52 next collapse

It would be similar to how you do it in Unity. Godot has similar networking to UNET that existed back then. The docs are pretty easy to understand.

phonics@lemmy.world on 01 Mar 11:15 next collapse

You can export your projects for both yeah.

CarlLandry357@lemmy.world on 01 Mar 11:45 next collapse

I know I’ve read somewhere that you can export the projects to Steam or Playstore. I’m just a beginner though.

magic_smoke@lemmy.blahaj.zone on 01 Mar 14:53 collapse

If you ever need information on development, the best place to check first will always be official docs, Good luck on your project!

docs.godotengine.org/…/high_level_multiplayer.htm…

docs.godotengine.org/en/…/exporting_for_ios.html

docs.godotengine.org/…/exporting_for_android.html

Hippy@piefed.social on 01 Mar 10:56 next collapse

Unity can fuck off

b0ber@lemmy.world on 01 Mar 11:40 next collapse

Godot without any doubt unless you like to be ripped off

alphabethunter@lemmy.world on 01 Mar 12:12 next collapse

It’s my anecdotal evidence, but Unity games run like shit. Whenever I hop in an Indie game where they used Unity, performance makes no sense. An example of this is the og Hollow Knight, which needs way more resources than it seems it would. Now that Godot games are becoming more widespread, I have never felt that a game made in Godot was “heavier than I expected it’d be”, often the opposite. Maybe it’s just that most developers using Unity don’t know how to optimize in that engine… But it’s weird. UE5 I can usually at least see where the performance bloat is coming from, but Unity just makes no sense.

[deleted] on 01 Mar 12:18 next collapse
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sbeak@sopuli.xyz on 01 Mar 12:41 next collapse

Aside from the benefits of open-source, I also find that Godot has a nicer workflow for me, with nodes and signals that make it really easy to make games. I also like that GDScript is very similar to Python (so it’s a lot simpler) while also having the option for explicit data types. The code editor is also built into the engine which is nice. The documentation for Godot is also excellent (it truly is really good), not to mention integrated into the engine as well!

[deleted] on 01 Mar 12:45 next collapse
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embed_me@programming.dev on 01 Mar 13:45 collapse

Bird, easy. Next

Fokeu@lemmy.zip on 01 Mar 15:23 next collapse

Godot

firns@piefed.social on 01 Mar 15:38 collapse

I feel like the answer is 100% Godot. No one should be using Unity at this point lol

I also feel like if you have to ask this question, then just use Godot. You’re likely not making anything that would require certain features from Unity anyways. Also, if you were so inclined and talented enough, you could try and add that feature to Godot yourself since it’s open source. It wouldn’t work the other way around.

I haven’t used Godot since 4.0, I hear 4.6 is real nice!