I can relate to that.
Any Unity->Godot users here?
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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trizZzle GDScript literally IS C#, although apparently it's closer to Python.
I went from Scratch to Construct to Godot, lol
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.
09kingarthur Hehe, I guess many have used serveral engines. I tried Clickteam Fusion and Leadworks (This one had this dumbed down Hammer (map editor to create half-life maps) like mapeditor) but then Unity came along. And now Godot.
In the past few days I learned more things in Godot and I'm really happy that I didn't run back to Unity.
The feeling that I am much more productive in Unity is gone or maybe even shifted towards Godot.
This is very uplifting and motivating.
Also using the documenation and the manual instead searching for tutorials makes a huge difference (for me at least).
trizZzle I like telling everyone, in case they don't already know, how good the Search Help
button in Godot is. It's the same doc files as you find at https://docs.godotengine.org/en/stable/classes/index.html, but the search itself is faster and better.