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by NSUserDefaults 202 days ago
No mention of Godot? It seems to be slowly starting to eat their lunch. No mention of the fragmented rendering backends? Oh, but they do talk about basketball. Why would a CEO care about the little things… Unity is going to be fine.
3 comments

As an ex-Unity dev, it's clear Unreal crushes Unity on the "AAA" vibe side, and Godot marches forward on the "indie" vibe side. The writing was on the wall - I personally switched to Godot and couldn't be happier. Tools have new versions before being deprecated, bugs get fixed (and fast!), and there's no looming threat of Unity coming down and squeezing more money out of our products
Unity is absolutely being squeezed between the two. I can't really see how it can compete with Godot at the low end; it's hard to compete with free, and most of the goodness in low end games is the gameplay logic, not graphics or animation. And Godot can only get better; look at how Blender ate the CGI tools market. This leaves Unity having to either compete with Unreal at the high end - a very high bar - or somehow finding a new business model. The switcheroo they tried to pull on their customer base can best be viewed in that light.
Godot isn't quite free if you want to release on consoles since those platforms are only supported by commercial forks, but I'm sure going down that route is still a hell of a lot cheaper than licensing Unity.
Yes the pricing for W4 consoles is below paying for Unity Pro.

There's also a free, MIT licensed Switch exporter, but it's in the Nintendo developer forums because of the NDAs.

You probably violated a Nintendo NDA by even mentioning that the exporter exists on the forums.
A much better C# experience across all devices where people expect to buy games.
Yep it seems to be end of the line for Unity tbh.
Can you list even a single widely popular Godot game? Meanwhile, like half of the steam top 50, 100, 200, etc is unity.
It's a bit of a weird edge-case, but the very popular Battlefield 6 is partially a Godot game. It's an odd hybrid of a proprietary in-house engine with Godot grafted onto it, which serves as a public-facing SDK for players to build their own content. I know that's not exactly what you meant but it is an interesting application in a major AAA title.

https://gamefromscratch.com/battlefield-6-using-godot-game-e...

You can actually pull that from SteamDB

https://steamdb.info/tech/Engine/Godot/?sort=followers_desc

Battlefield 6 also uses Godot for its modding tools

Battlefield 6 of all things includes Godot as core of the Portal map-building. Casette Beasts is what Pokemon wishes it was. Upcoming Planetenverteidigungskanonenkommandant looks gorgeous from the previews.
I don't really think Nintendo is particularly concerned about Casette Beasts. And BF6 using it for their map builder is IMO a bit of a stretch.

Planetenverteidigungskanonenkommandant looks neat though.

I don’t know if I could list something that matches say Cuphead or Silksong, but I do think that Godot is currently on a Clayton Christiansen-style worse-is-better ascent right now.
Cruelty Squad. Also the other assertion seems rather hyperbolic. Steam top50/100 is either unreal or proprietary engines...
Maybe a bit of an exaggeration. But I think at least 30%. Unreal is popular too. Unity seems to be more popular for indie/coop/single player/certain art styles. There seems to be many more unity games overall, but a lot of them are very small.
Not now, but ask me that question in 5 years.
I don't like Godot that much either - Imo what an engine needs is a clear and easy to use high-level API for grunt work, and good low level access so you can program your features just the way you want to.

If you understand how engines and rendering works in general you have an idea on how to implement something - but then you either run into A: a tool that can't quite do what you want but almost, B: an incredibly overengineered API that's somehow way more byzantine than OpenGL C: Some obscure quirk or bug of an existing feature that either works in a strange way, isn't documented, or is buggy.

In all these cases, doing the feature yourself is much easier than relying on the engine.

Particle systems are a good example for this.

You can bring your own particle system in Godot, you don't have to use the default one
Currently working on a new game and it was hard for me to decide between unity and Godot.. I ended up going with Unity cus..

* I have 10+ years experience with it.

* C# integration in Godot is not great

* Cant build to webGL with C# in latest version of Godot

* gdscript is not a serious option imo (stupid whitespace language..They need to drop it and focus on C# like Unity did years back with UnityScript.. Seriously XNA and then Unity have cemented C# as the other language of game devs alongside C++. Even KSA's custom new engine is C# for example)

* With Unity I have access to the asset store, which has a massive amount of content, some very high quality stuff also that's much better then Unity's built in features (eg. Rewired)

I feel dirty using Unity vs Godot, but I primarily want to get my game done, and it will be faster with a better result using Unity, its just superior from an engineering point of view right now imo.

> gdscript is not a serious option imo (stupid whitespace language..They need to drop it and focus on C# like Unity did years back with UnityScript.. Seriously XNA and then Unity have cemented C# as the other language of game devs alongside C++. Even KSA's custom new engine is C# for example)

I'm going to break this down:

> gdscript is not a serious option imo

Subjective, but fair enough. If this is a general argument against "scripting languages" versus more "advanced" languages, I should remind you that Lua and JS are still very popular languages in game development.

> stupid whitespace language

The only other big "whitespace language," Python, is immensely popular and widespread in server, client, AI, etc. applications. This is a question of taste, and has nothing to do with the objective quality of GDScript.

> They need to drop it and focus on C# like Unity did years back with UnityScript

The irony is that JavaScript (real JS, not a JS-like language) is almost certainly very viable in a game engine nowadays.

> Seriously XNA and then Unity have cemented C# as the other language of game devs alongside C++. Even KSA's custom new engine is C# for example

C# is popular for a variety of reasons (fast, mature ecosystem, etc.); however, "just use C# because others are using it" is by itself not a compelling argument.

Syntax and language aren't that big of a deal for professional developers.

I disagree, going from C# with full visual studio (having a compiler with a lot of information about your code), and all of .net available, to gdscript feels like moving to a kids toy language like Scratch.

I could do everything in gdscript, but it would be slower, more error prone and less maintainable.

.. Ive done some js recently, I did a web app. and the difference is shocking..

* you can actually make spelling mistakes

* there no find all references

* You cant rename things

* without types autocomplete does very little

* without compiler autocomplete suggest random things based on spelling, not actually viable fields

I could go on.. All these things add up to make the work go slower, and produce more error prone and less maintainable code. I thought the freedom of no types and less boilerplate would make js really fast to write but I found it the opposite in practice.

I can write 1000's of line of game code in C#. Complicated stuff like procedural level generation and I dont even need to run it, usually its perfect 1st time. I couldn't do that in js, the IDE experience is not the same.

> I feel dirty using Unity vs Godot

Unity doesn't make me feel dirty at all. Quite the opposite actually. I am not going to apologize for using tools that don't suck. I feel like I am on the bridge of an imperial star destroyer when I am observing others get caught up with this "X is better than Y" bullshit, especially when X is definitely not better than Y.

> its just superior from an engineering point of view right now imo.

If you are building a game, this is the only thing that should matter. Imagine deluding yourself into believing that by picking exactly the right OSS hammer from Home Depot that your woodworking project will magically go better. If you have involved other humans in this effort, playing tooling tribalism simulator is a pretty lame thing to do, especially if those other humans are non-technical artists and otherwise trying to simply contribute to some shared creative vision.

Godot still has a lot to catch up, especially when considering the folks that rather target consoles and VR headsets with C#.

Also they aren't still there with being first partner with many industry places, that always release a Unity SDK for their products.