I used Unity for about 7 years and I actually liked it a lot. But there were several events and changes that I didn't like that much.
So I decided to give Godot a try and I really like it (Especially the editor, gdscript and the community!). But sometimes I get frustrated and return to Unity just to get frustrated again. It's like a vicious circle.
Both engines have some things that I miss on the other one, so I guess it's a draw.
I feel that I am much more productive in Unity (okay, 7 years compared to 7 weeks) but I have a lot more fun using Godot.

I guess my question is: fun or productivity? Idk.

Is anyone else struggling with this kind of problem? Or did you manage to move on from Unity, if so, how did you manage this? πŸ€”

    trizZzle Is anyone else struggling with this kind of problem?

    Not really, although my situation is not exactly comparable. I have been playing around with Unity... oh, like 2014 to 2016 or something like that? But I never really liked it all that much (part of that was C#). Since 2017 I have been dabbling in Unreal.

    This summer I finally tried Godot and I really love it so far. Since then I had total peace of mind and never looked back.

      I used unity for like 5 years.
      Just uninstall it, it will keep you from going back and let you focus better. Unity is dead.

        trizZzle

        I'm also a Unity user migrating to Godot. I do agree with you on the fun part. It's way better structured. In order to get the most out of Godot you need to be familiar with the observer pattern.

        I know dropping 7 years of experience may sound terrifying; but trust me, when you get the hang of Godot most of that experience will easily be transferred to Godot. The engine is just a tool. When you know how to make "games" you can do it in any engine.

        The only thing which is hurting me is the lack of good tutorials for Godot. For the moment I'm stuck at Editor Scripting. The more advance I get, the harder the information can be found online.

        You need to read a lot of documentation and do a lot of experiments. But it's absolutely worth it. Unity is dead. Just forget it and enjoy your new life!

        EDIT: And don't waste time trying to work in C#. Learning GDScript for an experienced C# user takes 1 day. Spend that 1 day and you will be much more comfortable with the engine and its online learning resources...

          I once was tempted to try Unity. It was around the time some major update was coming out. There was this hyped up live presentation of features, full on Jobs-style, orchestral music, spotlights, the works. The presenter was some dude from the management, could be CEO. When I saw that guy, right there on the stage, sporting a polo shirt with a popped collar, while reciting some "by gamers for gamers" type platitudes, my guts just went... Unity? Naaah!

          That and the fact that uncanniness of C# gives me the heebie-jeebies.

            I did a lot of Unity development professionally but got burnt out for reasons not the fault of Unity. When I came back to it though, their rendering pipelines were in upheaval, there was a new, buggy input system, multiplayer support was gone without a good built-in replacement (almost requiring devs to pay for Photon), UIElements was the supposed new UI system but was incomplete, difficult to actually use, and had no real documentation. DOTS and ECS were all the rage but likewise incomplete, difficult to actually use, and had zero documentation. The editor, which was never snappy but at least used to run decently on my Threadripper, started being sluggish, slow, and crashing much more often. All of that and all of Unity's acquisitions and focus on non-games just soured me on the company.

            I know a lot of those specific issues are better now, but I've still not been made a fan again. The recent pricing shenanigans really sealed it. I had already been sorta tinkering with Godot for a while, but that event and the big exodus of Unity users to Godot and Unreal made me think it would be a good time to get more involved in Godot, maybe help the community grow, maybe it could get big enough in the future that at some point I might find paid game dev employment using Godot... πŸ˜… I can dream.

            lol sorry I've written a lot and not actually addressed trizZzle's question at all. Godot took some time to get the hang of, and a little time for Godot to overcome a few 4.0 hiccups, but I actually find that for the things which Godot can do, the workflow is much better than Unity's ever was for me. I can't think of anywhere I miss "the Unity way" of doing things, except for missing specific plugins.

            There was definitely a point where Godot finally "clicked" for me, and then doing things in it just started feeling easy and natural. I say just keep at it. Try features of Godot you find interesting, try different approaches of doing things, and eventually hopefully it will click for you too.

              trizZzle So you quit using Unreal too?

              Let's say I quit Unity and don't intent to go back to it (and this was already before they have shown their ass recently) but it's more like I put Unreal on hold. I am happy with Godot and Unreal was overkill for me but I still like it fundamentally.

              It's just that Godot is so much more pleasant to use for me and it fits a lot better for what I want to do with it.

              I have used Godot about 2 months from unity, and will not back to unity πŸ˜‰

              award What you wrote perfectly resembles my experience with Unity and what I disliked. I will keep trying Godot. There are already plenty of things I prefer in Godot over Unity. πŸ™‚

              Thanks everyone for sharing! 😊

              trizZzle but I have a lot more fun using Godot.

              I am also a Unity refugee and for me, that quote is the main reason I will probably stick to Godot for the foreseeable future. I've been developing exclusively in Unity since around 2010 but like a lot of people, I can not forgive their most recent transgressions. Godot reminds me of Unity in the early days, before it became the bloated, unwieldy steaming pile it is now. In the past couple of years, I've had the increasing feeling that I am in a battle with Unity, trying to force it to do game dev stuff against its will. It's like trying to make a game in Blender. Blender was created to make 3D models for games, not the game itself. I'm not sure what the intention for Unity is anymore but making games seems to be at the bottom of their list.

              Godot is almost magical in this respect. It's like the developers have direct access to the inner workings of my brain. I just think about what I want to do, write some code, press play and it all works out. I actually began to dread game development, even though for me, it is just a hobby. Opening the Unity editor felt like I was clocking into a job I'd rather be rid of. Developing in Godot feels so much more effortless. I'm actually enjoying my hobby again and that's enough for me to stick with Godot for the foreseeable future.

              I can relate to that.

              I've used Unity for more than 10 years, including for commercial projects. In late 2019 I already started using Godot for smaller projects in my free time, as Unity had many problems accumulating back then already. (Bad management, bad decisions, going public in 2020, unrelated company aquisitions, and so on...)
              With their latest PR fail and Godot finally being production-ready for desktop games since 4.0, I switched over and never looked back. It took a while to get used to it and I'm still missing some features, but Godot is much more future-proof than Unity. Their latest change with the Unity Hub forcing your projects into the cloud speaks for itself again. One bad decision after another, and it never seems to stop. Staying with them feels like throwing any kind of self-integrity out of the window, at least for me.

              I also agree on both engines missing features, but here is the catch: Godot is open source. Unlike Unity, you can easily modify the engine to adjust it according your needs. C# support broken again? Modify the source. Need some external bindings which are not exposed? Modify the source. Not happy as the renderer is missing some feature (no FXAA in 2D?!)? Modify the source. Git and the master branch are very good friends of mine by now.
              It's not like I'm a C++ pro, I mostly used C# in the past 10 years after all. Yet I am able to make smaller changes myself, without the need to pray that the Unity devs will fix the next editor breaking bug within the next 3 months. And exactly this was what sealed the deal for me. No fear or uncertainties anymore. No dependence on a big company with horrible management. No 2+ months support queues anymore. If I need something, I can do it myself, even if it takes a day or two to actually get through the matter.

              I can proudly say that I'm no longer bound to Unity or their ecosystem. I've chosen Godot because of flexibility and similarity. I can adjust it however I want and use it as foundation for pretty much any future project. This feeling alone makes it far superior for me, even if I'm sure that I will have to live with reduced revenue for a while now, as this clearly made my development time go up a lot.

              I tried unity for a while but C# hurt my brain so i switched to godot for GDScript and it's a lot easier.

                AmongPro6800 Off topic, but I enjoy your profile pic. Mario is on some shrooms...

                I managed to complete 4 of the tutorial projects in Unity, Lego Microgame, Platformer Microgame, FPS Microgame and Karting Microgame.

                They were all pretty good really.

                And I enjoyed working on them, I just find that Godot works significantly better under Linux than Unity ever did.

                xyz i checked out the URL at the bottom that image. it's a good website.

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                GodotBeginnerRich GDScript literally IS C#, although apparently it's closer to Python.

                How is it literally C#? Both have nothing to do with each other.