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by smt923 2928 days ago
The one thing I hope Godot can push towards is just a huge pass in usability, smoothing out UI bugs and just generally improving the look and feel of the entire engine and all of it's UI - stuff like the 'inspector' panel just doesn't feel as nice or as usable as something like Unity's - it has great features but in my opinion just doesn't "feel" quite as polished as it could be, but I really do hope for this engine to keep improving and getting better
3 comments

They are actually going to be shipping a new inspector with the 3.1 release.

https://godotengine.org/article/godot-gets-new-inspector

I actually missed this, and the thing with Vector3s and such not being all in one was one of my main gripes, I'm super happy to see stuff like this
I've had consistent trouble getting Godot to play in debug/development mode on a Mac with an external monitor attached. As much as I want to use it, that's a non-starter for me.
The game window is hidden off screen on mac with an external monitor. At least for me it is. Thats another of the many bugs I ran into that took me forever to figure out.
I personally find Godot's simple UI much less intimidating than Unity's. I have no idea what I'm doing in the latter without reading lots of documentation.
Unity is powerful enough that the UI learning curve didn't bother me too much. There are some really odd decisions reflected in the Unity UI, though.

I find the Unreal Editor UI to be a direct precipitate of the way the engine is designed and the way the code is organized, and that makes it a little bit harder to find what you're looking for than what an ideal UI would offer, and there is nothing that is really hidden and hard to find. That is not the case with Unity, and it seems to be getting better each and every release.