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by pipeline_peak
1442 days ago
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> It’s no secret that Unity is painful to use: it’s slow to open, and it often pauses to re-scan the entire project while you’re trying to work Is this actually true? I always figured Unity's selling point was being lighter and easier to use than unreal. Godot looks like Unity from 2008, it's easy to boast efficiency when you have a limited product. |
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> Godot looks like Unity from 2008, it's easy to boast efficiency when you have a limited product.
Unity does have more features - like more obscure 3D features - but that has nothing to do with how Unity deems it necessary to rescan the project tree all the time. Also, when I used Unity, I never used these extra features, so even if this were true, how come all users have to pay the price for features that only a few of us will use?
Honestly, core Godot is very full-featured, and in my experience the central abstractions are much better thought out than those in Unity. I feel a lot of the FUD around "Unity has more features than Godot" comes from people that like seeing a long list of features, not from people who actually need those features.