> The other feature is the ability to edit game objects while the game is running in editor mode for debugging.
+1 to this. Having switched to trying Godot Vs unity, this was the biggest "missing feature" that made godot harder to work with Vs unity. (I am no pro, not even indie, just a hobbyist)
In unity you can pause that game and view and/or modify game object's variables/properties/etc in real time. In Godot it feels like it just compiles and runs a binary that is disconnected from the editor. Yes you can debug the code, but the "live" integration with the visual editor is very useful when prototyping and trying out ideas as it lets you move things around and change variables, which you can't really do with debugging
+1 to this. Having switched to trying Godot Vs unity, this was the biggest "missing feature" that made godot harder to work with Vs unity. (I am no pro, not even indie, just a hobbyist)
In unity you can pause that game and view and/or modify game object's variables/properties/etc in real time. In Godot it feels like it just compiles and runs a binary that is disconnected from the editor. Yes you can debug the code, but the "live" integration with the visual editor is very useful when prototyping and trying out ideas as it lets you move things around and change variables, which you can't really do with debugging