| As a professional game dev who has years of experience producing real products in both Unity and Godot, I am totally not with you about your thoughts on Godot vs unity. Godots signals are such a huge step up over Unity's built in classes having a lack of modularity. How do you even make sense of that? Godot vs Unity basically have the same scene/node/component model except Godot does it better imo. Eg) What is the difference between a prefab vs a scene in Unity anyways? Basically nothing, it's just (I'm speculating) a tech debt mistake in their design, probably still going because of how light maps work today. Unity's advantage over Godot is it's 3D renderer, built in physX, il2cpp backend for C#, profiler, general runtime performance and console support. Godots design is objectively more cohesive, as Unity has simply splintered into 10 different design directions since ~2018. I'm not trying to be a hater, I just think signals are a huge advantage for writing modular, simple stuff in Godot. I think there's plenty of great reasons to prefer Unity to Godot but "signals" is not one of em. |
Godot is objectively a way way better tool