Hi I’ve had a quick scout and I can’t find anything quite what I’m looking for but if there are forum posts already like what I’m about to ask then I do apologize and please point me in that direction…
I am a hobbyist who would like to become an indie game dev someday, but with that said at the moment I have casually over the past few years followed many Unity tutorials and got reasonably good with C#.

After Unitys incompetent greedy mess, I have started looking at other game engines, many of which I didn't even know existed including Defold, GDevelop, Construct 3 and Game make studio (I was aware of GMS)

I want to know from people with Godot experience if it fits my needs, I want to primarily make mobile games for both android and IOS with the ability to monetize them both with ads and in app purchases.

I will likely be focusing on making 2D and 2.5D games.

With everything else I'm about to say/ask I'm aware I am maybe ignorant, and don't know what I'm talking about and I'm trying to be respectful so I get a better understanding. I am also open to being told I am completely wrong

Ideally, from someone who has come from or has Unity expereince, can you please can explain what is the appeal of Godot in comparison to Unity other than the engine itself loads, and compiles changes much faster and being open source.

How is Godots general workflow in comparison to unity in terms of speed of development, the main reason I'm asking so many questions is to try and get a good understanding of what is the main appeal of each engine and if it suits my needs.

I have found this reddit post some of you in a similar position may find useful:

Give me your honest thoughts on Godot (vs. Unity)

I really like how Godot can support C# as I'm missing it when trying other game engines custom languages, I'm trying to decide whether to use Godot which I believe is probably the closest alternative to unity, or if I should focus on simpler 2D game and engines such as one of the engines I've mentioned above.

I'd also appreciate it if someone could provide the limitations Godot has.

I hope my post has come across as respectful.

Thanks

    SirNoobALot There have recently been some Youtube videos about first impressions from Unity developers.

    Also I can recommend this one:

      Tomcat You can get some information here.
      I've already watched that video but thank you.
      Toxe There have recently been some Youtube videos about first impressions from Unity developers.

      Also I can recommend this one:
      I will have a listen at some point, I'm hoping to get perspectives from formal unity devs and hopefully based on my specific needs as well, I'm assuming that video is from Godot devs? Thanks for sharing

      • Toxe replied to this.

        SirNoobALot I'm assuming that video is from Godot devs?

        No, it's from a Unity developer who used Godot.

        Would still appreciate if anyone could answer some of my unanswered questions and share their experiences.

        Thanks you

        SirNoobALot Ideally, from someone who has come from or has Unity expereince, can you please can explain what is the appeal of Godot in comparison to Unity other than the engine itself loads, and compiles changes much faster and being open source.

        I spent a few months trying Unity. I would have stuck with it, but it was too unstable. It kept hanging, forcing me to kill processes to close it, and then spend time fixing the corrupted project. I looked for alternatives, and found Godot. I rarely have that kind of problem with Godot.

        The clean, simple design, small footprint and open-source aspect are a plus.

        SirNoobALot How is Godots general workflow in comparison to unity in terms of speed of development, the main reason I'm asking so many questions is to try and get a good understanding of what is the main appeal of each engine and if it suits my needs.

        Realistically, it’s not going to matter here as you have no experience in godot and nobody reading will understand your experience in Unity. Read through the godot manual and getting started sections, make a game and find out for yourself.

        Honestly, the tools and workflow are (using a fave saying of mine), “the same but different”. More time is spent in tools (like blender) and add-ons (custom tools) that make the overall process the way it is, which may differ between devs but ultimately produces results. My workflow is mostly the same; small components to build large scenes and systems. Godot has a ton of nodes that provide a lot of out-of-the-box features that aren’t present in Unity but then Unity has things godot doesn’t. There are common features that are subtly different, but it’s like comparing word processors or text editors.

        Of course, I prefer godot as it feels quite whimsical to develop in and its lightweight feel is unobtrusive. I’m fairly sure asking for feedback on godot in a godot forum will likely skew your results and just confirm to you how great an engine it is.

        But also that researching and waiting for magic answers feels like procrastination. Download the engine and try it already.

        Here’s another interesting video on moving to godot:

        Oh I guess I can provide two cents here. Unity veteran of ~10 years but it's frustrated the $#!% out of me for at least the latter half of those, and I really like Godot. Some thoughts in no particular order:

        Workflow in Godot is so much nicer. If you need <Thing> often you can just right-click in the inspector and "Create New <Thing>" and it'll plop one into memory for you. Say I want to add like a gradient sky or something. I add a mesh filter node, go to the inspector, right-click and add a new QuadMesh (or Sphere or Torus or whatever, you've got options and they're configurable unlike Unity's), Right-click and add a new GradientTexture (lots of options for creating new textures too, such as gradients, noise, and obviously images). The GradientTexture is fully configurable where I can change the colors, the interpolation, the # of interpolating points, the shape of the gradient, etc. etc.

        It'll start rendering without even needing to add a material. I also could have done the same thing using a Sprite instead of a MeshFilter and skipped needing a mesh. They both render (almost) the same way if I attach a CanvasMaterial to them. And if I wanna throw a custom shader on it? I can just right-click a material and turn it into a ShaderMaterial. Then in that ShaderMaterial I can go in and right-click to create a new Shader. And I can choose a visual node-based shader or a regular one. And if down the line I want to turn that visual shader into a regular one, it lets me do that.

        Now all of these things I've created right there in the inspector, and they all are actually living in memory as "Sub-Resources" of my mesh filter node. They get serialized with the scene when I save it. But what if I'd rather keep them saved to the project instead? I can just do that. Anything that is a Resource can live in a scene or on its own in the file system. Nodes that reference them will update their reference when you move them. And nodes will all naturally share instances of resources. If you make a copy of a node, that copy will point to the same mesh/texture/material/whatever on disk and in memory. Unless you don't want it to, in which case you just right-click and hit "make unique".

        It offers SO MUCH flexibility and streamlining which is super helpful for when you're experimenting around or prototyping or refactoring or extending or whathaveyou.

        By contrast, it felt like I was always fighting with Unity to get resources to be where and how I wanted them to be. If some data lives inside of a prefab, sometimes Unity will hide it from me, or I'll be unable to modify it, or I forgot that I messed around with a shader variable which automatically created a new instance of my material. If I want something serialized in the scene to be serialized in assets or outside of project, I probably need to write an editor script to properly extract whatever the data is. Unity often has very different interfaces for interacting with a component in the editor or through code. In Godot? Same interface. In fact usually the engine internals even often use the same interface.

        Well, I was going to make a list of things but then I got carried away with point #1 and I have things I need to do. Ok quick points:

        • Godot's graphical rendering is more flexible but more limited, slower, and sometimes buggier than Unity's (no 3 pipelines though 🙃 )
        • Unity games are much more performant, especially if you're using the PITA that is DOTS
        • The Godot editor is much much faster than the Unity editor.
        • Godot has a dedicated 2D system with physics server, render pipeline, views and tools etc. Unity fakes 2D in 3D.
        • Godot hasn't been around as long as Unity, so hasn't had as much dev time or community buildup yet.
        • Unity's physics are much better, but Jolt should hopefully fix that.
        • I don't like Godot's C#. I know it's gotten better and they're still constantly improving it, but it still doesn't feel like a first class citizen (and I normally love working with C#)
        • The standard (gdscript only) editor is smaller and faster with smaller binaries than the C# one anyways
        • You can use C++ for performant code in Godot if you need to. It has actually more flexibility than C# or gdscript.
        • Unity can only really utilize C++ libraries on an API level.
        • Godot can actually be hooked up with whatever language you want (seems to be a number of Rust fans)
        • Unity, again, only really can utilize libraries.
        • UI in Godot games is the same code as the Godot editor uses. Plugins can use the same classes as GUIs, and there are Godot editors running in browser and on Android for this reason.
        • Meanwhile Unity still has... is it three or four?... different ways of doing UI and still create the editor UI entirely differently.
        • Both Unity and Godot have garbage networking, but Godot doesn't have Photon as an uption 🙁
        • The lead core developers are really nice. The Unity executive board smells bad (unconfirmed)
        • Oh yeah and Godot is open source, so you can go look for yourself what the engine is doing or report a bug to get fixed or fix an issue or add a feature yourself.

          award The lead core developers are really nice. The Unity executive board smells bad (unconfirmed)

          On a related note, the configuration management is impressive. Consider how many different branches are being maintained concurrently. And I can't recall any mistakes. Git/github helps, but human beings have to manage it.

          Honestly, there is not much of a choice, Unit sucks, not only because of the greedy mess they create, but because it have a lot of dark secret stuff running in background that you are not allow to know about it, forces you to be online to work with it for no reason, and more, and that coming from a company that have no sense of nothing. One day they will force to use some cdbc coin, put an chip in your head and forces you to take a pill or vaccine everyday. Nowadays, you need to understand this kind of people and stay away from they.

            IceBergyn …but because it have a lot of dark secret stuff running in background that you are not allow to know about it, forces you to be online to work with it for no reason, and more, and that coming from a company that have no sense of nothing. One day they will force to use some cdbc coin, put an chip in your head and forces you to take a pill or vaccine everyday. Nowadays, you need to understand this kind of people and stay away from they.

            By the way, all of this is fully applicable to Steam. But for some reason, the vast majority of game developers do not see any crime in tying their players to a totalitarian surveillance system.

              award Godot's graphical rendering is more flexible but more limited, slower, and sometimes buggier than Unity's (no 3 pipelines though 🙃 )
              Unity games are much more performant, especially if you're using the PITA that is DOTS
              The Godot editor is much much faster than the Unity editor.
              Godot has a dedicated 2D system with physics server, render pipeline, views and tools etc. Unity fakes 2D in 3D.
              Godot hasn't been around as long as Unity, so hasn't had as much dev time or community buildup yet.
              Unity's physics are much better, but Jolt should hopefully fix that.
              I don't like Godot's C#. I know it's gotten better and they're still constantly improving it, but it still doesn't feel like a first class citizen (and I normally love working with C#)
              The standard (gdscript only) editor is smaller and faster with smaller binaries than the C# one anyways
              You can use C++ for performant code in Godot if you need to. It has actually more flexibility than C# or gdscript.
              Unity can only really utilize C++ libraries on an API level.
              Godot can actually be hooked up with whatever language you want (seems to be a number of Rust fans)
              Unity, again, only really can utilize libraries.
              UI in Godot games is the same code as the Godot editor uses. Plugins can use the same classes as GUIs, and there are Godot editors running in browser and on Android for this reason.
              Meanwhile Unity still has... is it three or four?... different ways of doing UI and still create the editor UI entirely differently.
              Both Unity and Godot have garbage networking, but Godot doesn't have Photon as an uption 🙁
              The lead core developers are really nice. The Unity executive board smells bad (unconfirmed)
              Oh yeah and Godot is open source, so you can go look for yourself what the engine is doing or report a bug to get fixed or fix an issue or add a feature yourself.

              Thank you very much I found your entire post very helpful.

              What is Godot like for making mobile games for android and IOS, also how is it for monetization such as in app purchase support etc?

              Tomcat The problem with Steam is that there is no real competitors, at least that I am aware of. The main feature Steam have is to allow refund, its a must have feature for gamers and there is no competitors that have it. They also have good analysis tools but its something that can be built.

              A lot of indie devs will also release on GOG and/or itch.io, but steam is where the money is. All of steam's other competitors are no better or usually worse when it comes to privacy concerns.

                award All of steam's other competitors are no better or usually worse when it comes to privacy concerns.

                And who else collects as much information about users as Steam does? In other cases, the matter ends with the transfer of payment. All other options are much better in terms of privacy.

                  Tomcat And who else collects as much information about users as Steam does?

                  EA Origin, Battle.net, Epic Games Store, Ubisoft Connect, and Microsoft Store.

                  GOG and itch are good and respectful of privacy though.

                    SirNoobALot After Unitys incompetent greedy mess, I have started looking at other game engines, many of which I didn't even know existed including Defold, GDevelop, Construct 3 and Game make studio (I was aware of GMS)

                    There is also the Flax Engine. The editor felt like Unity and Unreal had a baby and coding in C# really makes you feel like using Unity. And it is made by one person (which I find very impressive, but also is a huge downside imho). Just in case you are interested.

                    SirNoobALot Ideally, from someone who has come from or has Unity expereince, can you please can explain what is the appeal of Godot in comparison to Unity other than the engine itself loads, and compiles changes much faster and being open source.

                    Well, I'm pretty new to Godot too and there are times I get frustrated, but that's probably because I still need to learn a lot.
                    I suggest you look into it for a while and see if you like it. Everybody has different reasons for liking/disliking it.
                    There are still times I want to run back to Unity, but after I learned how to do it in Godot, I most often prefer it how Godot does it.

                      trizZzle frustrated

                      If you never get frustrated, you're not challenging yourself enough and your brain will atrophy.