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.
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.
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!
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!
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).
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.
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.
24 Comments
klangcola@reddthat.com · 89 pts · 165d
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 · 32 pts · 165d
and the 2023 rug pull incident
klangcola@reddthat.com · 10 pts · 164d
That was 3 years ago already?! Shit I'm getting old
Kissaki@programming.dev · 25 pts · 164d
The article doesn't even mention this critical risk and history. Huge gap.
tabular@lemmy.world · 45 pts · 164d
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.
HelloRoot@lemy.lol · 39 pts · 165d
godot
who@feddit.org · 28 pts · 165d
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.
recursive_recursion@piefed.ca · 22 pts · 165d
With Unity continually kneecapping themselves it's Godot no question
firns@piefed.social · 21 pts · 164d
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!
sbeak@sopuli.xyz · 14 pts · 164d
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!
Fokeu@lemmy.zip · 12 pts · 164d
Godot
Mihies@programming.dev · 11 pts · 165d
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).
Hippy@piefed.social · 10 pts · 164d
Unity can fuck off
b0ber@lemmy.world · 6 pts · 164d
Godot without any doubt unless you like to be ripped off
thericofactor@sh.itjust.works · 5 pts · 164d
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?
magic_smoke@lemmy.blahaj.zone · 8 pts · 164d
If you ever need information on development, the best place to check first will always be official docs, Good luck on your project!
https://docs.godotengine.org/en/stable/tutorials/networking/high_level_multiplayer.html
https://docs.godotengine.org/en/stable/tutorials/export/exporting_for_ios.html
https://docs.godotengine.org/en/stable/tutorials/export/exporting_for_android.html
exist@sopuli.xyz · 5 pts · 164d
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 · 3 pts · 164d
You can export your projects for both yeah.
CarlLandry357@lemmy.world · 1 pts · 164d
I know I've read somewhere that you can export the projects to Steam or Playstore. I'm just a beginner though.
MonkderVierte@lemmy.zip · 3 pts · 164d
embed_me@programming.dev · 5 pts · 164d
Bird, easy. Next
ExtraMedicated@lemmy.world · 2 pts · 164d
I'm unfortunately stuck with unity for now unless I feel like throwing away a decade of work.
Maestro@fedia.io · 11 pts · 164d
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.
ultimate_worrier@lemmy.dbzer0.com · 1 pts · 164d
who@feddit.org · 1 pts · 164d
What about Fluorite stands out to you as holding promise?
Based on what's stated in the article, I would describe it as very experimental, but interesting nevertheless. Thanks for bringing it up.
alphabethunter@lemmy.world · 0 pts · 164d
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.