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I've been using Godot for hobby projects on-and-off for a while now, and overall I vastly prefer it to Unity. The scene hierarchy of Godot is a better mental model (for me) than the GameObject/MonoBehavior ever was.

That said, I have a _few_ items that I think are absolute showstoppers for solo-dev side projects.

1. The asset pipeline is simply not as clean as Unity's. The ability to drop a .blend file in the project in Unity is so underrated. In Godot FBX imports are unreliable, texture imports misbehave frequently, and rigging goes wrong even in the recommended file formats. There's a lot less clarity around the path to getting real assets in game, which can be a major pain point for solo devs.

2. Along the same lines, there is no equivalent of Unity's mecanim. With Unity, if you can model and rig a character in Blender, you can pull free mocap or other animations from the asset store and get to work. In Godot you're still best off authoring your own animations for each character. This drastically increases the amount of time spent making assets.

3. Godot is in a weird spot version wise for anyone who wants to use C#; the beta version of 4.0 is rapidly approaching, and guarantees to break any project you start in 3.x --- but 4.0 still doesn't come built with C# support. Hopefully this gets resolved soon.



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