| As someone who uses Unity professionally to make a 2D game, here are some key areas I find godot lacking vs unity: - Scalable text support a la TextMeshPro (sdf-based rendering) - the in-editor console is horrible. it frequently tells me "output overflow, print less text!". wtf? also, it doesn't let me click on a line to jump to the code - the built-in tile editor is very painful in my experience. the UI is clunky and it's lacking important features I depend on in Unity, like tile rules. - the built-in text editor is _very_ basic, and support for external editors is limited vs Unity (and hampered by lack of mature tooling for gdscript vs C#) - gdscript's heavy reliance on "magic" strings and lack of type-safety throughout - unity's UI system sucks, but it's still more capable than Godot's especially for things |
Agreed, this could be better.
> the in-editor console is horrible. it frequently tells me "output overflow, print less text!". wtf? also, it doesn't let me click on a line to jump to the code
Agreed.
> the built-in tile editor is very painful in my experience.
Agreed, but I hear it's better in 4.0
> the built-in text editor is _very_ basic
Actually, I disagree here. Fuzzy find, quick open, search in files, and autocomplete all work and are blazing fast. It is missing some things like a decent Vim mode, I'll admit. However, I tried both using vscode and the godot text editor, and I found that you saved so much time by not having to jump between IDE and Godot that it actually made up for a few of the more minor deficiencies.
> gdscript's heavy reliance on "magic" strings and lack of type-safety throughout
Agreed, but this improves in 4.0.
> unity's UI system sucks, but it's still more capable than Godot's especially for things
I honestly find Godot's workable enough. With Unity I would get into stupid issues because it was scaled 1000x larger than my game (who in their right mind thought this was a good idea?!?). Also, I remember Unity having 3 different modes for their UI, all of which were confusing and counter intuitive. Godot's UI is simple enough to hack.