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People keep bringing up Godot but there's no way around the fact that it feels like some guy's homebrew engine through and through, especially once you try to use the native C++ side. But you don't really need to get that far to realize how janky it is. You can't even delete assets that may or may not be used in scenes without running into errors and warnings that may be benign but eat away at your trust that things will still work fine later down the line. The GUI tools are atrocious compared to Unity's and they fail at the most important thing: make sure that when you play the game the GUI looks exactly the same as in the designer. There's also some weird jank with the GUI, where you have to reload the scene to see some changes being applied (like, imagine setting some property in, say, a winform, and having to close and reopen the winform's editor to see it actually having an effect, wtf) but I don't think it's limited to the GUI, I forgot what those were exactly. But there's no indication that you need to reload the scene, you google the problem and the answer is "reload the scene". There's a loooooooong way to go for Godot to reach Unity's level. They'd have to essentially become the next Blender, which I use as the benchmark for open source community driven projects. Godot == Unity at home. The best thing about it is that you have access to the source for free, so you can fix bugs yourself. "We may run into issues three years down the line with the project but at least we can fix them ourselves". How attractive this sounds to you depends, I assume serious developers who want to build large games for profit, will choose either Unity or Unreal because they're expected to work better overall. |
Primary downside of using Godot for commercial development is lack of official console support. Everything else will vary from project to project since every game is different. Godot have bunch of weird limitations, lack of proper virtual filesystem (e.g boost::filesystem anyone?), really shitty profiler, some weak UI / UX in editor some of which can be easily compansated by using VSCode.
At the same time I can certainly say that you can make proper commercial game using Godot. Engine is stable, performance is not the best, but okay. Will it work for everyone? Probably not, but again it works for us.
PS: I also glad to advertise few Godot projects that are not mine, but I find them really enjoyable (check profile if you curios about project I work on):
https://store.steampowered.com/app/1637320/Dome_Keeper/
https://store.steampowered.com/app/1953670/Quetzal/