As a C# developer for a living (web e-commerce) Unity was my choice when I wanted to learn to make a game - I didn't have to learn another language, just the Unity API and the game stuff. I released my full 3D arcade shooter on Steam in November last year. Love it.
@@mustafageo The last time I talked with someone who used C# for Godot, the platform export capabilities were limited compared to using GDScrpt. Not sure if that has changed.
@@mustafageo Sure, but when I tried it (a while back though) it didn't work and just crashed. Probably different now. But it doesn't matter, as I still prefer Unity and that isn't going to change any time soon. Also Unity has IL2CPP which I use for all my builds.
I started with Unity and when I was trying godot, I found Godot do few things so much better and simpler, After that I am using Godot since 2023 Jan. Unity has lot of features(Deprecated/beta) but if you know what you want to do, Godot can get you covered. There are things which just works for any kind of requirements. I am a professional developer in Java and C# but seriously, when comes to coding in GDScript, it feels so satisfying, Godot is lightweight and simple game engine to start with. After a while when you are experienced with game Development and problem solving, the game engine will just become a tool for you. Unity is so mature and rich engine but I still stick to Godot because I cant find any reason to move to Unity for my requirements.
Once you use Godot, you dont go back to Unity. There is no reason to. However there is one exception - for people without the skills to develop games, who rely exclusively on asset developers. The sad thing is those people cant make games with Unity either, bc Unity also requires those same skills. There really isnt a game engine for people without the skills to be game developers. Just specify genres and niche games that can be made easily in any engine by people without skills. (Anyone can make a platformer, as we see with the insane flood of platformers and match3 games, but very few RTS, TBS, 4x, Open World games, et. al.) Godot is best for innovation. But Unity does have its strength if you want to rapidly prototype very specific designs and cant do it on paper or quickly in Godot. Something like a very complex game where you can download 5 big assets like RPGbuilder and then create the 1 innovative thing, but that thing requires all the other stuff to test. Very niche usage.
Yes, its cool thing. But, I've never seen any AAA-game made with it. And if you look at performance you will see that Unity has more fps in the same scene.
moreover Unity is a slogging mess. I’ve been using it and seriously it always seemed like a chore trying to achieve the easiest things, I was actively fighting the engine. It looks like the work of many different somewhat disorganized people, and it is. Godot was a godsend for me.
I started with unity, still use it for testing ideas since i work faster in it. But when GODOT is making the progress it is, and watching the devlog for Road to Vostok, its getting hard to not just go 100% in. Road to Vostok is proving that GODOT is very capable for 3d
I switched a couple of years from Unity to Godot and was amazed how fast you can be! I also changed from C# to GDScript. Godot feels lighter and faster in many ways also it’s easy to change features and dig into old code and make big changes later down the line. With the Godot 4 versions 3D also works impressively good. But there are also downsides. Unity’s asset store is gold! Just things like „safe space“ plug in for mobile phones etc. I had to make my own creations. Also unity analytics don’t work and i use Google what is not the best solution. The community both for godot and unity are awesome :)
Some excellent points made here, as usual, people tend to focus on the engine not the game but, for me it's all about the game. I got into Unity simply because I couldn't download Unreal. I had a poor internet connection at the time and my attempts to download Unreal failed every time. So I downloaded Unity and have never looked back. It does what I want, there's tons of resources out there and the Asset Store is amazing.
Your reasons for sticking with Unity are very close to mine. I tinkered with UE off and on over the years but it just seemed that as a solo dev Unity's workflow was far better for me and I also like C# quite well. I really don't like making character controllers and a fight with getting a reasonable one in Godot is part of why I dropped it. I also realized in the past couple years that I have heavily invested in assets from the Unity asset store over the past 10 years and it's so easy to find something that fits in where I can save time not struggling to write it myself. Right now I've been tinkering a LOT with RPG Builder as it just has so much in there. Thomas has basically done a LOT of heavy lifting for so many things I want to do in current projects :)
@@falco830 I've only played a wee bit with UE recently just to see what UE 5 was like. I've got about 10 years invested in Unity at this point and somewhere in excess of 1500 assets that are mostly tied to Unity. I also like C# better than C++. Granted I've never been fond of C++ since it first came out as I was writing highly optimized, tight code on a variety of hardware using ANSI C at the time and the effort to get that out of C++ didn't seem worth the bother.
@@zzmmorgan hmm interesting, I think most long term(5-10+years) game devs have been pulled into Unity including myself. I’m going to check out UE more closely these next few months and see if now UE has a much more effective way to build games than Unity does
I am a big Godot guy. I have used all 3 engines and built small projects with it. I am mainly a 3D artist, so I feel comfortable with any engine because I feel like where the game engine graphical fidelity lacks, I feel I can compensate for it myself. That said, I love unreal but godot was really the engine that really made me love the development process (and not only the art). I watched tutorials for both unreal and unity but for godot all I did was read the documentation and I felt more competent with it in my first project than anything I did with unity or unreal after years, multiple projects with instructors. With unity I always have a lurking sense of I am doing something the wrong and it will bite me in the ass later. With unreal its less like that but I don't really enjoy the development process like I do with godot. I feel like I just understand godot. With godot my general gamedev skill is whats holding me back and not my expertise with the engine and its quirks.
@@Stunex for me coming from a C/C++ world (everything is logical)and then going into the C# world of Unity always left me wondering, “is this right?”. Unity went from JavaScript to C# pretty quickly and the marriage was a little awkward but it worked. There was a lot of, don’t ask why if it works. Godot will likely have a similar issue in time, but just seems way more structured and logical than the early inceptions of Unity. That being said, I get Godot and it’s GDScript.
@@Stunex yeah I hear you. I have been using Unity for a long time and lived through it's evolution. Godot is not soo great, but it has great potential. Godot is a fresh and new direction that has it's shortcomings/sins and could ultimately do the same thing that Unity did, ditch GDScript in favor of C# like Unity did with UnityScript, but it's at fresh direction that has so much potential in it's 50MB+ state. It's like embracing a startup. If Unity gets your job done then cool, I get it. For me, a semi-retired software dev doing STEM projects with students trying to get them interested when their computer systems stink and can't run Unity, Godot gets my job done. From my perspective, these kids will gravitate towards Godot as it evolves because that's what they have available, and it works for their use case.
@@Stunex we're definitely on the same page. Teaching kids on the Godot platform is great. Now that I want to use Godot to develop for the Quest 3, not so much. Unity's Oculus integration is so far ahead that I am almost compelled to go back, but I will stay the pioneer path for now since this is just experimentation and not a contract project. Professionally for quality of dev alone, Unity wins hands down. I agree, keep your eye on Godot because it does have potential to be something unique. Whether that is great remains to be seen.
@@Unity3dCollege At last: i am doing a **HUGE** Adventure Game. and i an complete different then you. **because** i have left,4!!! assets, out of the box - iniside. Lux Water, Enviro Sky, Easy Save, and Malbers Animeset. also i use Invector, wat needet to rewrite ~ 70% of Core Functions, to get it bugfree and working. **ALL OTHER!** is - quittet from the Project - kicket out - or **reworket** like e new Build. *and why ?** id do speed up *NOTHING!* the first thing it does is kill your Performance, the next thing is throwing Errors you searching for weeks or give up, the last thing is, to be so much complicatet, no one understand, even if he invest weeks to get the Idea behind. **and** Quest system ? my own, and it is a **REALLY COMPLEX ON** can do more things, than even Quest Engine and Dialogue System together **BY MUCH BETTER** Performance, and ** NOT EVEN 30% of Memory Usage** Including localisation without a Problem **AND** Save systems, without special "Documentations" and **NOT** using or needing "Google" or "Excel" or other shit. *it works in unity** own staff. Now: i can count up to down, what all was needet to bring my World to run. Today, it runs. It uses NOT a streaming system from Gaia, or Gena, **NO** also not "World Streamer" or other "error thrower" no, it runs perfectly **OWN SCRIPTS! OWN MADE** so: you speed up your Game with Assets ? for every you use, you will loose 1% Performance or have 100 new Errors, 10 000 Support Questions, and at the End: 10 Months to understand the core, and after this you see: **kill it, and do it yourself, will be helpful** not even for performance, or Ideas, or Memory usage **NO** if you do it yourself **YOU WILL UNDERSTAND WHAT YOU DO** and you not have the need to **be in Fear for the day coming** you get a Red Error ,not to fix, because Asset 10 do not work with asset 5
Unity killing the Plus Plan yesterday and adding a Run time fee of 20c per install into January is really making me question using it. Unreal is overkill for my needs and charges 5% but only after $1m in revenue (where i'd be happy to pay or could afford to rebuild elsewhere). It's definitely driven me to investigate Godot.
As a person that learned to program in C and later switched to C++, C# was a breath of fresh air. It allowed me to focus on the domain problems of my games instead of occupying most of my time with 'this will compile but is it *actually* valid code?'. I never considered Unity until I played KSP and wanted to make a mod. After installing and booting it up I realized it was my dream engine. C# language. Composite pattern design. Easily extendible editor. And with that I never looked back. These days I am quite critical of the engine at times but honestly even my biggest gripes aren't enough to push me away simply due to those three points I just made in the previous sentence.
@@doooouge1136 hahaha, yeah. My above post didn't age too well. There's still some C# options out there but I guess it's also time to dust off my old C++ compiler too. I have a lot of investigation to do this week now thanks to ol' Johnny boy and friends.
I’ve been using Unity for 12 years and I really love it. I just wish they focused more on streamline certain aspects / fix up / FINISH features. I feel they may be losing focus and chasing the featuresets rather than clean up and tighten things they’ve had for years.
They've been doing more shoring-up and housekeeping work the past 2yrs, from my POV. We've gotten some new features like Material variants, but mostly it's just been stabilizing & pursuing feature-parity for existing stuff like SRP, DOTS, new UI & new Input, 2D tooling, etc. The labeling has also gotten better IMO - experimental vs preview vs GA status for packages, "verified" version-mapping between Unity versions & feature packages, and the whole LTS vs Tech stream distinction. Lets me manage my setup to match a given project's risk-management needs.
I used Unity for 10 years, starting with Unity 2.0. I dropped Unity the moment I accidentally discovered Godot 3. I actually tried it out to get ammo to make fun of (destroy the arguments and claims of) all those obnoxious Godot fanboys who could never list a single real reason Godot was better or equal to Unity. Boy was I wrong. Godot is how gamedev should be done. Unity is and always has been garbage, even when I loved it. But now we have an actual good option for a game engine, so no longer do we have to be tied down to Unity, the engine that was the least awful. That's the irony. Unity always sucked. But it was the best because everything else sucked way more. But Godot is actually good, so I left Unity and will never return. For sooooo many reasons, primarily being Godot as an engine is simply superior in almost every way.
@@nowayjosedanielsounds like the response of a Godot fanboy who can't actually list a single reason Godot is better than unity. I don't think "unity bad. godot good" is a very compelling argument 😂
@@nowayjosedanielfeature by feature comparison please. Because now you sound like one of them Godot fanboys, you haven't listed a single solid advantage of Godot.
@@ksaweryglab With such a juvenile and emotional response, why should I waste my time? Go try it out yourself if you are a real developer and want to know. Real developers dont need some childish video response titled "TOP 10 REASONS X IS BETTER THAN Y!" Instead, they just download it and try it out. Godot is an almost effortless engine to download, install, and learn. So no one has any excuse to not just try it out themselves if they are a serious developer. Otherwise? I don't waste much time on deeply unserious unity fanboys who got upset a Unity Expert told them Unity sucks and always has.
Great points regarding Unity. I have been using Unity since it first came out, and recently switched to Godot when I started teaching for a grant funded project that couldn't afford gaming PC's. Godot's size and Python like language have been nice to deal with for middle and high school students who are just starting out coming from Scratch programming. I still use the Unity asset store from time to time for art assets, and reference Unity code and docs for examples, but even with it's youthfulness and lack of an asset store Godot is growing on me.
Ya! That's the thing I was thinking when I downloaded Godot, happy to see someeone has same thought process as me. Actually 1mo I got a first laptop from someone (2nd hand, used earlier, not gaming one, but nice as price) & i always wanted to try my hands on gamedev, but looking at the laptop I was concerned that it will not handle unity or unreal. But the problem is, where i live, if you want a gamedev job or something you need to use Unity as it's more popular & used... Due to dilema, I picked godot cuz it seems pretty Small & Simple... Till now things are going good for me. Found a great beginner friendly tutorial from Heartbeast & working on it. Hope I'll get the desired results!!!
I've been a long time Unity dev. And recently gotten into Godot and it feels like a breath of fresh air. It's so easy to throw together a prototype or a small game. Now there are some quirks of course, but for now, when deciding between the engines I lean towards Godot more and more. My main gripe with Unity, especially recently has been their tendency to abandon features, so when using something you have to rationalize to yourself like "There is the good ol' option of doing it, but it's now legacy and some features don't work. There is the new way of doing it, but it's incomplete and full of blocking issues. There is the asset store asset that that this, but it's expensive/cumbersome/hasn't been updated" and it's just such a headache. And while maybe it's worth it to deal with it when you're making a big game and making big architectural decisions, and loads of custom tooling. But when making a small 1 person game it's so overwhelming and confusing (speaking as an experienced dev). When in Godot, you have this tool, it works, and does exactly what it says on the box. Which is perfect when you're just one person, or a small team who just want to make a game without retooling the engine. (Not to mention it's the fastest editor out of the three, you can go from clicking on the editor icon to launching the game in less than 10 seconds. And because of it's python-like language you can edit the game while it's running, and not just parameter tuning, but full on new object and script creation) Now obviously Unity and Unreal win in a lot of aspects, rendering for one, but at least for me I'm having more fun developing in Godot than Unity.
It's so true about abandoning features, and not "some additional features", but core features like UI, input and other stuff. New systems looks better, but... not finished... Right now I am trying Unreal, I really do not want to switch, it is so frustrating to drop behing what you have learned in 10+ years of working with one stack of technology just to start learning again, also for me personaly Unity seems more covenient and straightforward, but only if not this problem with abandoned pieces of core tech....
"features abandoning" is a lame argument because Unity 5 is technically superior to godot in every manner and it is lightweight too. Unity also has way more features, hence the reason serious companies use Unity. I just searched on linkedin for godot jobs in the uk, and there are only 6 jobs for godot. Over 4000 for unity and over 4000 for unreal. Godot id not even considered industry standard by any studio worth their name.
@@000Gua000 Why should I do this? It's not about Unity version, it's about systems. And new systems are developed because the old one was not satisfying. Let's take a well known Input System, which has been rewritten 3 or 4 times. New one is MUCH more convenient overal, but it lacks several IMPORTANT things which could grant you days or weeks of struggle, if you depend on them. And those "important things" were announced 4 years ago by its developers and have been in "known issues" for 4 years until recently, when they just disappeared from documentation, but they haven't been solved, they just disappeared. ¯\_(ツ)_/¯ Same thing about many systems, we want to use new one, we need new one, because old ones are inconvenient and outdated. But we need those new to be production ready.
@@leeoiou7295 I remember a time when Unity was a joke engine, only good for asset-flip phone apps that no serious studio would touch. And then they did. The same will happen to Godot. SEGA is already using it (as a rendering engine) for Sonic Colors remake, Tesla is using it for their apps. The ball is already rolling. And besides, companies usually lag behind in adopting a new technology until they're certain it's safe and profitable. If you're basing which engine to learn solely on the job market, then you're always going to be two steps behind.
Game development has never been something I thought I would pursue, but I have a storyline I think would work better as a game. Hopefully, if all goes well, I can get some attention to my own channel. Thank you for going over this. Always happy to see people willing to help.
I’m brand new to exploring game development. Why did this age like milk? I’m mainly wanting to build 2D (think Streets of Rage, Shredders Revenge) type games.
@@timidstein888 again. There are many ways to fix things besides termination. A heartfelt apology plus salary cut has worked for executives at companies doing much worse. But I assume you just want to insist.
@@timidstein888 Did you miss when Unity tried imposing a per-installation fee on developers? This was on top of developer fees. They retracted it after the backlash but at this point we know their end game plan. You are much more safer going elsewhere.
@@Pineconic Maybe, but there isn't a good alternative right now. I wish that wasn't the case but the people who say Unreal and Godot can replace Unity RIGHT NOW have no idea what they are talking about. Godot is software aimed at hobbyists, and they are pretty transparent that their top priority is ease of use; their goal isn't to compete with Unity. This is ok for 2D and small 3d games but beyond that the engine starts to fall apart. At GodotCon2023 the graphics lead said "making a small game in Godot is extremely easy, but making a huge game is Godot is extremely hard." Unreal targets high-end systems and the recommended specs to use Unreal properly are considerably higher than both Unity and Godot. If you need to work on a large project and target a wide variety of low to mid-level systems not using Unity would cost so much extra work that the fees become worth it.
Oh I just grabbed RPG Builder myself. It has so much functionality right out the box. Unfortunately (or fortunately idk) I just started a professional job that uses UE5, so probably gonna be focused on that for awhile, but honestly despite all the cool stuff you can do in Unreal I feel like as soon as I have time to jump back into personal work I'm gonna be using Unity. Unity just seems so much more free, open ended, and flexible. Like you can do whatever you want. While Unreal seems to be always leaning you into a very specific type of experience. I mean you can do anything with it, but it almost feels like you are fighting against the engine to do anything outside of the genre it was designed for.
Unreal is "opinionated", or at least moreso than Unity. The closer you are to making the kind of game, in the same style & architecture, that Unreal expects, the smoother your experience will be. That's the appeal - and downside - of Blueprints as well, which I thought Jason might mention. Unity is opinionated too, just at a different level. It's object-oriented & component-composition based for architecture, "thinks" in 3D, and still basically defaults to the level of fidelity/power of a PC or console game. So the further you are from those assumptions, the harder a time you'll have. But IMExp Unity gives you more tools & freedom to deviate - profilers for mobile/VR/etc, a suite of 2D tools, native-plugins and now ECS+DOTS for vastly different coding architectures. They actually will help you go "off-trail", while Unreal just posts a sign saying "Here be Dragons" 😅
Once you have mastered Unreal (like from a job) I dont see you ever going to Unity. No reason to. Once someone tries Godot, I dont see them ever going to Unity bc it would be so unenjoyable and frustrating. Unity users who havent done the other two engines? I get why they love Unity and dont want to leave.
@@mandisawUnity is extremely opinionated, even if a lot less than Unreal. The best thing about Godot is it has no opinion. It does Gamedev right for all games.
@@nowayjosedaniel If you read my comment, I do mention the opinionated aspects of Unity. As to your comment, even people who work with Unreal for say, a AAA console job, may not find it useful for their personal projects. And to say Godot is good for all projects is just false, or more generous than is reasonable.
I'm using C++ in my professional work, tried using Unreal Engine 5 (with C++, but for some reason it was so unstable for me that I had to either use Blueprints only or quit... so I left my UE projects for now), but went back to Unity. Much easier to do a game from scratch as a single person working on a project. Unreal Engine is really robust. All of its features dwarf Unity by a mile, but so what when as a solo person you won't have time to master all of it? Aditionally 2D games are harder to make in Unreal. Good video, Jason!
I started too in UE - and it got quickly to a point where it was too long to find an answer as to why something not working - etc Unity has such a big community - very hard NOT to find an answer to something if something goes awry. UE 5.x is like a flashy red Ferrari - or a Grand Prix racer - sure, it goes "vroom vroom" and looks like big fun - but c'mon, you don't learn to drive with starting out in something like that. So much of UE 5.x still feels like it's in infancy, there's little support, and so much speculative foray is being spent to creep along and make only an inch of progress forward after months and months... UE 5.x is still too *niche* esp. at the Indie level - you work for long periods of time - and then only to find out that something is still *under development* or *not bug free* etc "Oh, ok - let's go back to UE 4.x - we'll port to UE 5.x when we're done..." which adds a solid year plus to your release calendar
All the money I have spent in unity with assets makes it harder for mw to change over. Also, for us smaller guys the visuals are not great but they do the job. I don’t have the time, resources, skills, or money to build a game that makes full use of all the visuals most game engines.
I just feel like there's a really strong community behind unity, a lot of YT content, good asset store. Bundles make it a lot easier to get started because some assets, e.g. nice looking 3d models and environments are prohibitively expensive to the beginner but nice looking assets just make learning game development so much more compelling. I've started learning unity with c# but I'm experimenting with playmaker now, and that's kinda cool also. Having said that I do plan on trying out unreal at a later date to make an FPS but for any other type of game I think unity is the best place to start.
This is part of why Unity can be a trap for newbies. When new developers are over reliant on tutorials and assets, they can take months to years and lots of spending in the store, before they realize they can't make their game without learning the fundamental skills required to make a game in any engine. By contrast, Godot encourages new developers to do things right from the start, but with a leg up. For example, GDScript for the newbie being an objectively superior scripting language for newbies than an entire language like C#/C++ or *shudders* Unreal's blueprints. Then when they graduate and need to develop better skills, they can opt for C#. Godot is gamedev done right as well, teaching design principles that are superior. Unity on the other hand is engineered to make games with a design that's janky af.
i dont work in the game business yet... but i make games since i was an little kid , never made an sucessfull game but i have experience in tons of engines (i tried 20+ engines and frameworks) my current engine choices are godot and unity, godot for personal projects and unity... to try to find an job or due to the asset store. i prefer to use godot because the engine structure and programing language are more comfy to use and because i have full access to the source code and can modify and distribute it as i please, that is great considering that the reason i switched from engine to engine in the past was because i was not satisfied with either the limitations of the engine (on godot if i ever reach it limits i can expand it) or the workflow (the godot workflow is co,fy as i said), but also because i can ensure the control of the entire code, for example if i want to port my game to an niche unsuported platform i can port it myself instead of rely on unity doing it, if i want an feature from the new godot (4x branch) in the old one for any reason i can backport it, or if i want to use the new version, migrate the code is almost painfree so i can ensure the preservation of my projects for future versions and maybe even future generations, if i ever decide to open source my projects people will have access to the last line of code, instead of just my code but having no idea how the underline engine works. oh yeah, and godot has dedicated 2D support, not sure about unity (it has been a long time since i booted it >.>)
also i make assets for both engine stores my opinion is: unreal, you will need assets less often but when you do... the cost... unity, assets are almost needed for any project but the cost is usually better
@@opafritzsche Think before you comment, I said it looks like i missed good bundles. Also, I have purchased odin. And it's none of your buisness so stay out of it.
@@harshitaaggarwal4836 We all are just "Devs" We need to work hard for what we do. As a Dev, you are the last Kind inside the Chains. Before you, are Asset sellers, Steam or other Shop Systems, and the Tax of your country. The Money you get, is the lowest part of all ppl consuming from you. And Odin, did kick all the ppl in the butt, what have payed for in the past, and change this. They change it to greedy! Just, to pure, clear to see, greeedy" this is not the point of Packs, there i am on your side. It is the Point, to sell you a Shit, for a +AAA Game Price, you can never await a Player will pay you that much, odin want to sell the Basic. **AND AFTER THIS** They want profit from your work! They do 1% of the Work you have! and want to have a Reward for, after you pay them a Sell Price, your game will never worth to the player. **So think about this!** if you say "stay away" **BECAUSE!** the system of Subscription trash like this, going more and more! On every Corner, you forcet to "Substcritptions". More and more Asset sellers, want to kick out the Store, and do there own. But they do not give you a reward for, the Prices they want, are the same prices like inside the asset store. There is nothing cheaper for you, but they save 30% income! **Think about this!** and under this situation, think again **IS THIS ONLY A SITUATION WHAT YOU SOLO FACE** or is this a Problem **OF ALL DEVS!** React in this Case! Stay away from robbing off Subscriptions! Do not honor this! *because YOU !!* only make **THEM** rich! Your money, will be the smallest part! and you are the one, having the Risk, to sell your **YEARS LONG WORK** even to a hand full of Players. not Odin. Odin, will also not "just" rate your **GAME** no, they rate your Company. If your game is only a part you pay that lazy Guys your Lifetime **FOR NOTHING!** Think about! *THIS IS NOT A PRIVATE PROBELM!**this is a problem THE DEV COMMUNITY NEED TO THINK ABOUT! STOP THIS! it hurts every dev around! GREEDY should be punisht!
Hi, So I love Unreal. That all comes down to timing. When I first started getting into making games Unity still had a cost. Unreal didn't. Unless you made x amount of money/sales at the time. Naturally I went with the zero cost option. Here's the thing. I've got nothing but respect for Unity, Godot and the like literal dozens of engines out there. Hell, I started with RPGMaker. At this point I use Unreal, because i've spent a lot of money & time learning how to use it. I truly think making games is like any other type of art. Game engines are simply one of many tools. Be it art, writing, game dev. People should use what works for them. Take care & have a good one
You raise good points - it was the excitement of the Unreal demo that made such big news a few years ago, so exciting - I was sooo convinced Unreal 5 that's it, nothing else, I started and struggled and blueprint this and what and where what maybe use UE4 still if you want - grass swaying - in the wind... I was gonna do a program at a school that had Unity focus and I started some Udemy tut's - and I couldn't believe that in half a day, I made progress that took weeks in Unreal in terms of getting a game controller to behave, NavMesh this and that, etc. - and then I realized more than anything that me as a new learner, it's like say choosing Blender over say Cinema4d or Houdini: you're gonna find waaaaay more support in the community on Unity versus Unreal vs other stuff. Like I'd love to give CryEngine a go - but where's the community? How do you get answers fast? What Unreal's unreal progress HAS done has forced Unity et al to "keep honest" and up their game and respond with key improvements where *hopefully* it matters most, etc. I am looking forward to learning Unity, Godot and Unreal.... and CryEngine.
The best part of Godot is that it's always fun to use. It is incredibly intuitive, but isn't restrictive or forces you down any specific design pattern. It's very easy to scale from the small project into a larger and larger project, and the Godot IDE runs very well. Absolutely worth spending a weekend with, I always enjoy building with it.
Escape from Takrov; RUST - all done in Unity - lumen and nanite are terrific - but who's gonna just jump in and code for next-gen consoles right off the bat - I think Thomas Brush says too like compiling etc in Unreal etc takes *forever* esp for next gen stuff in Unreal - like pretty much there is still mostly UE4 being used on new projects even now - and defl'y in that case, might as well stick with Unity...
I really like Godot I especially with all the improvements with 4 / 4.1 release for 2D and 3D. I do want to try and use Unity but i have so many problems with it and at the moment no matter what version I download in the unity hub I get an error and doesn't finish downloading. For unreal engine I might try and use it for big high detailed 3D games.
@@ferdinandkasangati5089 Im 99% sure its something unity hub 3.5 becuase i can download unity separately from unity hub. my internet is stable and not slow so i dont think its that. The error i got "Editor application" "Install failed: Validation Failed" only hapend when I updated unity hub to 3.5 and I dont know how to download an earlyer version of it
@@kccs5263That's not the hub or your internet. It said "Validation failed", which means you haven't setup your Unity account properly. The Hub wants to know your web account so it can setup Personal vs Plus/Pro features.
I started with Unreal Engine as a hobbiest and moved to Unity because of the simplicity of the development pipeline when you are working alone or with a small studio. As soon as I started learning Unity was a no brainer to make the move.
I can't decide. I enjoy C#, Unity's editor, the source control, the community, the documentation, and the asset store, but using the engine itself is taking a while for me to get the hang of. I feel like I've made more progress learning in Unreal Engine, at least at a beginner level. Everything about UE feels heavy though, and could limit audience with its hardware requirements. I know it can be deployed on mobile hardware, so there are probably optimizations available.
Many make the mistake of thinking that Unreal can develop much faster than some other game engines. However, this only applies to the beginning of a project. You always have to consider the entire development process. And very few people can really judge that. Of course there are always those who claim that they have created two identical finished games in both engines. But those were mostly games that they would never sell, let alone play in their free time.
@@sabiplaypuzzles7332 I think thats why I keep flip flopping between the engines. Its prolonging my "beginner" status, so I'm going to have to buckle down and stick with one soon.
I am currently considering both, after many years with Unity. Unreal is really compelling visuals, but they come at the expense of enormous conpute (despite nannite) in both development and runtime. I am going to have to upgrade to a 4080 RSX graphics card to really exploit Unreal stunning visuals. Whereas Unity can target mobile and webGL games. So depending on what type of game and target applies, remembering that higher quality assets also cost more. Having said that Unreal free Quixel bridge is awesome and the Unreal marketplace is as good as the Unity Asset store. Not so many people program in C++ when blueprints offer so powerful set of modes.
If you're considering unreal i recommend getting a good chunk of ram. It can get really hungry. As for the gpu, im running a 3070ti and can max everything out without issue
I've found that the Unreal marketplace leans hard into high-poly, heavy-duty assets, which are really more geared towards static renders or high-fidelity real-time (industrial & high-spec games). They do look amazing, but when I started peeking into tech specs, most would be totally useless in most indie projects. I think the Unreal community tends to be very aspirational - a lot of the creators/devs want to make high-end console games, and the assets, engine features & workflow mirror that. Whether that translates into finished games I can't say, but Unity's store at least covers more possibilities.
The very first engine I started building in was Bethesda's Creation Engine for Skyrim modding, but it wasn't long before I found Unity. I've also done some exploring of Unreal in the last year or so, and there are definitely at least a few things it does better: perhaps the biggest thing Unreal has that I wish Unity had is more out-of-the-box functionality for larger scope projects, such as the Level Blueprints and Game Manager. However, like Jason, C# is primarily what keeps me in Unity's camp; pure C++ scares the crap out of me (maybe more than it should, considering I've been working on a side project in C++/CLI for a few years by this point) and I also chafe SO MUCH at some of the abbreviated names of things in the C/C++ standard library; meanwhile, visual scripting like the Blueprint system just doesn't click for me (which I find weird considering I'm a HUGE fan of visual _shading_ like Shader Graph). In conclusion, Unreal certainly has its merits, but for now at least, I'm still Team Unity.
Visual / WYSIWYG tools almost always work well for visual-creative content, like 2d/3d graphics & art, music & video editing, even idea-boards and brainstorming. But they totally suck for text-based documents or things with lots of internal dependencies & relationships, like data & code. Having some visualization can be handy, like spreadsheets for tabular data, or ER diagrams for databases, file/project hierarchies, etc - but you don't want the visuals to constrain what you can do.
C++ is pretty awesome, and I honestly loved it compared to C#. Nothing to be scared of. In fact, C# can make for some even scarier bad practices and every language can have bad code. So whatever rational reason why you're scared of C++ should be reasons you're scared of C#.
@@nowayjosedaniel I learned C/C++ decades ago, but when I talk to other devs trained in the last 15+ yrs or so, they mainly don't have the underlying know-how to do memory-management, handle pointers, understand value vs reference semantics, etc. Most devs now don't learn anything about diff hardware architectures, or how to use compiler arguments to achieve various ends. Higher-level languages, especially untyped or library-centric ones like JavaScript & Python, hide a lot of this stuff, which can be great. But even formally trained CS majors now are coming out without knowing any of it, and the prevailing attitude is that if it's not on a job posting, they don't want to learn it. Now me personally, I think in Java mainly, with some functional and data-analytics on top, gleaned from various exp over the yrs. C# was designed to be easy for Java devs to pick up, and .NET is very useful as an enterprise dev, so it was a no-brainer.
@@nowayjosedanielNo. Sorry. False. C++ is outdated unproductive mess compared to simplicity, elegance and sheer power of a modern well designed language that is C#. I have done both and would never touch C++.
Unity's still my number 1 mainly because if you want to be a game developer, unity has you covered. It's easy to learn, you don't need to worry about deciding if you want to be a programmer or level designer or anything like that, it teaches you the general knowledge. But for UE, it feels like it is easier to professionally learn and be good in a specific field of game development instead of game dev as a whole. If you want to learn level design specifically or UI or C++ or a specific dev field. I've tried Godot and UE. I'm not too invested in Godot right now because it's still relatively new and I've not really had a need to focus more on it. I reckon it's easier to learn than UE. And for UE, I'm learning it because it looks like that's what a lot of AAA developers are using, and it feels more "professional" than unity. And of course there's lumen, nanite, motion warp, metahuman and all those fancy stuffs. One major downside for me is the fact that it uses visual scripting and c++ as its scripting language. I'm not a big fan of visual scripting and It's like you said, C# pretty much simplifies things for you than c++ does. I just ordered a book that teaches C++ with UE. I'll take a look at it and see if it's a better choice for me.
Not so sure about this. Unless you make very specific games in very uninnovative genres, Unity requires you to have a lot of the same skills you'd need if you were to make your own engine. Ironically, Unity is an engine that newbies need but can't use, while also being a great choice of an engine for people with the skills to not actually need it. If you want to innovate in game design, Unity is garbage. In fact so much so that it will often hurt you more than it will help. Godot on the other hand is agnostic and unopinionated, while being "engine design done right". And thus a great engine for innovation.
I started indie game development as hobby with unity, but my personal taste is more into realistic 3d, and AAA game in future. So I switched to studying unreal. Compare to unity, unity takes 1 month to make a 3d platformer with youtube tutorial. It's more easy, but easy is not enough to get into AAA game. Sometimes easy can read as simple project, and simple project has limits. Unreal is not just complicated. It's fucking complicated. Like learning how to ride stealth jet combat airplane, but as you learn, you can understand why Unreal Engine developed their engine as this way. In my opinion, if you want make casual style game both 2d and 3d with some amount of learning - unity is your tool. If you want high quality 3d game even though it's damn hard and give you unbearable torture - Unreal is your tool. If you want go deeper on 2D, godot is your tool
Overall fair assessment, I have used all 3 engines and am an engine contributor to both UE and Godot. I have reservations about each but agree overall with your assessment except for the fact that Godot is now ready for 3D games as well and is no longer "best only for 2D games".
I've seen some new vids about Godot 4.1 - it's smart Godot is moving into the 3D side of things more, I think this bodes well. Some of the new terrain etc makes me wanna keep tabs on Godot
I started learning unity last year. And haven't made anything yet with it. Did my Cert IV in Game Dev, Just passed but I haven't kept much if any of the info for the programming side of stuff in my head. And even looking online how to do X thing is really confusing cause there are so many tutorials doing it so many different ways but no one explains why. Even just text stuff as well. I really wish there was something I could read or watch that is like. "To move your character you need to use these parameters and arrangements, And this is why. This does this and this does that" for example.
That's more about your learning style, I think. Generally people retain things better by actually using them, it's why vocabulary is taught by writing sentences and reading books, not just through rote memorization. Make a project if you want to learn - the learning will happen by the *act making*.
As for not being told, "do this, for X reason", that's how coding in the real-world works (how life works, really). No one knows what you want to make, or what your needs & constraints are, better than you do. All anyone on the internet can do is provide the options, maybe a little how-to/docs, and then you have to decide what is best for your project, via thought and trial & error. There is no recipe to life...
Hi Jason, I enjoyed your analysis of why to use Unity over Unreal and Godot. One additional factor that's best for Unity is its wonderful enormous community for support and collaboration. Unreal and Godot aren't even close for community support and collaboration.
Yeah, Unity really has the biggest online community with the most amount of available resources out of all the engines I know. Excellent point to bring up!
Godot blows Unity out of the way for the most important community support and collaboration - bug fixes and engine updates. That FOSS is unmatched. Give it time, and the rest will catch up. Once upon a time Unity had nothing. There was originally a single asset developer making a $300 2D plugin for 2D games. Unity's performance is its biggest problem. By far the worst game engine for performance.
@@nowayjosedaniel Bug fixes and engine updates? Sure I can imagine that. Godot is also quite lightweight compared to Unity as an engine, yes. However, "Godot blows Unity out of the way for the most important community support and collaboration" has not been my experience at all. Online resources around Unity are just more, the general game development discord communities I was in had way more active Unity channels. And this is easily explained just because the user base of Unity is bigger.
@@dreamisover9813I think that unitys massive amount of online resources, books etc. builds on the time that it has been in the game. the Godot community is very active though, and rising as we speak. my experience with the Godot community has been very pleasant - very helpful, non-elitist and nice in general, and with quick responses. reminds me a lot of the blender community.
@@dreamisover9813 You're saying Unity has more community support and collaboration in the things that matter very little and are quite unimportant for serious developers who want to actually make games. Developers dont need pong tutorials or snake clones, or shallow tutorials teaching improper programming techniques and bad engineering. I am saying Godot blows Unity out of the water for legitimate, serious community collaboration and community support. Thousands of professional developers and talented contributors helping make the engine better.
I started learning UE5 coming from Unity, mainly because of the content and frameworks build in the engine, that Unity simply cant offer, so for a solo dev that wants to make a realistic driving game it is obvious to go for UE5
@@falco830 2d no, 3d Yes but also depends on what you create, ue has way more out of the box tools to make realistic games not only graphics wise, cant say about multiplayer cause I have not worked with that yet in either engine
I'm glad you integrated an edit in the video because job wise I think more and more indie studios are using Unreal. As a Unity developer I definitely felt it when I was looking for a new job at the end of last year.
I suspect the increase in C++ jobs are related to a mix of AI/compute, embedded systems, and maybe residual crypto projects. Games is quite a small slice of the total field of tech jobs.
@@JaydenHolland-wo4fd Generally, if we're only talking games, yeah console is where you often need that extra optimization that C++ affords. Although true-native mobile development, bridging from Java/Swift into C++, is also needed for some high-demand applications. But as far as C++ tech jobs in general, that's mostly non-games.
But a lot of indie's developing from scratch in Unreal - are still starting out with UE4.x, promising to port to UE5.x right before final release, meaning at least another year in development hell. Or. you can be brave and try to initiate from a UE5 Lyra project for instance... and be stuck in a endless cycle of development hell - You might even be a Dev God. But the track record speaks for itself... when you say examine the progress made over the course of a whole calendar year... www.youtube.com/@DevGods/videos God bless ya DevGods, fighting the good fight! But whoa, man - would you not have been done already - had you worked in Unity????
UTK4 came out with URE... back when you had to read a book to learn it. And you could pick up the Quake engine for $100. With a bunch of classes and zero documentation lol. Times have changed so much.
It actually worries me if you say the main reason is the asset store to stick with unity. Lots of good and free stuff on epic store too as you may have already noticed. Pesonally I'm sticking with unity for the languange, building the final product and easy port to mobile devices. It's also way less painful going from code to engine on unity. Im learning godot too just because they have an android mobile editor, and its really fun! Loving using it on my tablet.
Weird. Nodes are one of the most beloved, popular, and great aspects about Godot. In fact it's objectively superior in design to Unity's GameObjects & Components. In Unity you will end up hacking what are essentially nodes anyway for any game that goes beyond the complexity of amateur platformers or oversimplified mobileshit. Godot is game engine design done right, by competent engineers, with a clearly defined path to update and improve. Unity is outrageous spaghetti code done by incompetent programmers who initially coded entirely on a Mac, layered so heavily with updates that it became good but with deeply rooted problems that aren't easy to solve.
Unreal is a bleeding edge game engine but it’s system requirements and install size are what turn a lot of people off, especially when you have to disable a bunch of the cool graphics features just to get unreal running on lower end hardware. Godot on the other hand can have most of its cool 3D graphics features enabled on lower end hardware and still be performant. Both Godot and Unreal are engines that support physically based rendering, Dynamic shadows, real time global illumination lighting and volumetric fog but Godot is more optimized as an engine and you don’t need expensive hardware to make the most of the engine. The biggest complaint I’ve seen regarding unreal both from game developers and players is long load times and time needed to compile shaders. ruclips.net/video/4hJ4jt-UFWo/видео.html
I am using Unreal Engine 5.2 but I don't mind Unity 2022 as well just love the workflow in Unreal Engine and the stuff they have to provide like visual scripting and nanites. The only issue I have is system requirements vs Unity. That is why I use a 13900K with 3090Ti with 64GB DDR5 and a bunch of M.2. lol, now that is way overkilled for the Unity system. ;) I only wish Unreal had more templates focusing on 2D game design and standalone installers that don't require the epic store. Maybe will need my login credentials but I would be okay with that. I don't mind the epic store on my main PC since it is also my gaming machine but for a laptop with limited room would be nice just to run Unreal Engine by itself. Learning C++ can be something you learn over time since visual scripting does an amazing job on its own.
you doing right. Unity is not improving anymore, it goes more and more boring. The only thing unity reall interests, is the Assetstore, that going prices x2 and also more and more boring. That s it. believe me: the market changes, the graphics going better, the players will learn this, and in max 2 years, will not watch 1 singel ppl a game from unity anymore, or he pay his lifetime money to shit fu... pay in Google Play store handy trash. But this is his problem. you cant do anything wrong with unreal. Epic is improving on every corner. in the last 2 years, unreal did run away for lightyears. unity is standing in place, and do only 2 thigns: - making the Life inside more boring - and improve one thing max. the prices.
Planetside was the best friggin' game ever created. It is the only MMO with animations that allowed me to produce a legitimately dramatic Machinima using in-game characters. The balance, the architecture. Yeah, it's "obsolete," but I have yet to see an MMO that is as well designed as PS1. (Including PS2)
It's common for people such as yourself to think about switching. I know a few big name unreal instructors, sometimes talk about trying, or switching to Unity. Sometimes, they just need a change, or feel they did all they can do in one engine, and move to the next.
Unity dev here. Played with the other two. I'd say for FPS or serious commercial projects I'd go with UE. For small or free/indie projects probably Godot. Unity ... I dunno I keep finding fewer and fewer reasons to use it. I have a TON of asset store stuff and many prototype projects in it, so it's sad to walk away from.
Dont let sunk cost fallacy keep you tied down to an inferior engine. I am a Unity expert who uses it since Unity 2.0. It had always been garbage but used to be the least worst, and thus one of the best. With Godot, especially Godot 4, there is no reason to ever use Unity for 2D games and many reasons to avoid it for 3D. With Unreal & Godot, Unity is becoming obsolete. Because against it has always been garbage. But now there is genuinely good competition in both directions (Unreal Godot) so Unity is becoming increasingly less "Least garbage" and increasingly more "Just garbage."
I'm a big fan of Godot. I'm still learning, but it seems pretty streamlined. I'm seriously thinking of switching to Unity because of job opportunities. It's fun using Godot, but there doesn't seem to be much ways to move up so to speak
I feel sorry for you, because going from Unity to Godot is wonderful, so going from Godot to Unity will likely be awful. Absolutely awful. But you're right about job opportunities I am sure.
@@TricoliciSergheiestly? Without spending a significant amount of my time in a deep dive, I will just summarize it: Unity has always been a deeply flawed engine. Whether you're talking Unity 2.0 or Unity today or anything inbetween. It really only became (and kindof stays) relevant bc of UT's obsession with always being on the cutting edge of every single platform. They were essentially the only choice for mobiledev, and that's where they've always shined and made their money. For PC, Unity was often even worse than me just making my own game from scratch. Ofc it got a lot better with Unity 4.x, but just that part. The biggest problem going from Godot to Unity will be the fact Godot is game engine design done the right way. Unity is by engine design done the unintuitive garbage maze way. You'll see. Unity is endlessly frustrating and janky af like a procedurally generated post-apocalyptic all-terrain mad max road. Godot by comparison is smooth and seamless like a paved highway. Unless you just want to make super simple games like platformers and dont care for the small quality of life things. The jank and rough edges of Unity is multiplied by the patchwork jumble of Unity assets that every developer falls for. Godot, by comparison, has no commercialized asset store so you're forced to build things the right way (smooth implementation) so it inherently discourages jank and obsolete assets and features.
@@nowayjosedaniel I'm just learning Unity and I will need a lot of time before I have an opinion, but currently I think that having an asset store is Good. Because having options is always better than not having any at all. Hopefully Unity will be a good choice for me, but let's see, coz I just started on the Unity band wagon.. But as a senior developer, I can tell you that there is no "Ideal" tool or package out there, there is only "Ideal for me".. And even the best tools have flaws one way or the other.. The world is usually kept in balance ;) Thanks for your review, success to you wherever you are and whatever engine you'll be using now or in the future :)! Cheers!
@@TricoliciSerghei There are some games I've worked on that used almost all of Unity's features. That made Unity the best choice by a huge margin. The more features a game uses for Unity, Unreal, or Godot, the better fit it is for the engine. For 2D games, Godot is objectively superior in almost every instance. For 3D, it just depends on how many features of Unreal or Unity that your game can take advantage of. The Asset Store is really the only reason to even use Unity a lot of the time. That store is still not the best thing tho. But most games, I would say Unity isnt great or even good for. As for the Asset Store being a good thing? It depends. If you're making small cheap games or rapidly prototyping deep ideas then the asset store is invaluable. If you're serious or it's a big project? The asset store is useless. Overall I'd say Unity is dangerous to newbies bc it keeps them from developing independent skills they need to make games *even in Unity). Godot on the other hand encourages you to do things right from the start. Unity Assets also often need to be replaced deeper in development for bigger projects in exchange for a custom tool, or take more time tinkering or learning the code than if you just did it yourself for small projects. Unity itself is seen as a good thing for existing, but there are many games where Unity actually causes developers to lose time rather than save them time. The Asset Store is similar in that context.
Not sure why would you say that you can't build high quality FPS multiplayer games with Unity? For example did you see/played Escape from Tarkov (made with Unity)? Very realistic graphics and physics!
@@StinkySteak if it would worth it (I assume you didn’t try) they would choose Unreal. And the only difference (that now no so big of a difference) is the rendering out of the box. If you want triple A quality you will anyway won’t use just the tools that the engine delivers by default. And in the new versions of Unity the rendering is also very good!
@@StinkySteak yes I did, trust me without any modifications UE GFX not that impressive, it doesn’t makes your game triple A worthy. You have great GFX assets for Unity too. Anyway I don’t mind use both engines, I don’t think that there are things the UE can do and Unity can’t, it just a tool everything else is up to the developer skills.
and look at BattleBit now - guaranteed to make the developer team (all 3 of them) super rich millionaires. Unity helps you reap big financial rewards - with minimal effort.
Ill preface this by saying ive davbled briefly in unreal and never in godot. I think the thing that keeps me using unity is the scritable editor. There is alot of functionality in unity that i dont kike but the fact that i can make a custom editor tool to change the workflow is such a vital aspect of being able to use it at all. I think if it werent for that i woukd have jumped ship long ago.
meh....I'm absolutely not biased but...I used unity for a while, for heaven's sake I'm not bad but....the free features of unreal that you have to pay in unity are making me take steps towards unreal...even the blueprints aren't bad at all...
I think it really depends on what you are trying to do with a game, if it's an ultra realistic kind of game, Unreal is the better choice, if it's a 2D game or 3D game that doesn't push the boat out, Godot is fine for that. Unity can do more when it comes to 3D, but Godot is quickly catching up, especially since Godot 4, and I suspect for most indie developers, Godot is likely enough for them. Personally, if I was going to invest so much time, effort and money, either learning an engine or creating games in them, I would lean towards more open engines like Godot, after all, what we have seen happen with Unity, can happen at any time, and even though they've backed tracked on it, they could pull the same stuff at a future date, there is nothing stopping Epic with Unreal Engine pulling the same trick if the engine becomes dominant enough and personally, I just wouldn't want to go through all that as a developer. Another advantage Godot has is that there are no restrictions, no licence fees or cuts from game sales, you have full access to the engine and can modify it to do things that you want to do, if you have the skill set to do so and you never have to worry about being screwed over in the future. I know Godot isn't the most powerful engine, but it's good enough for a lot of developers and it's constantly getting better.
if u want to make 3D games with good graphics: unreal if u're just a casual developer want to make 2D game in easy way: godot if u're just a mid developer want to make 3D and 2D games that not too realistic, not too hard and not too easy: unity
I use Unreal but I'm also trying to jump on Unity. I believe the engine has nothing to do with the look and feel of the game. The Director and his team are the ones to control that. You can make very stylized looking games in unreal and very realistic games in unity as well because it's just a matter of adjusting some numbers and shaders. Your assets do the rest in developing the feel so I get a bit confused when we try to relegate this engine to that and that engine to this. In the end it's best to use the engine that you are comfortable with... (Yes, Unity shines with stylized and unreal with realistic, but you are free to choose your art direction with both).
you're right - and it's all merging in a way - Godot is now doing more 3D stuff, you've got popular games in first person shooter genre's traditionally earmarked for Unreal being done by indies in Unity like Tarkov, RUST, BattleBit now... I started with Unity because I realized while I want to make a "good enough" first person shooter (heck Fallout 76 and Ghost Recon Wildlands, games from 2017 - are still immensely popular - like is photorealism *really* so important???) it can do 2D in case I wanna make the next Candy Crush. Godot is coming in at it from the opposite direction - I really like the new terrain 3D stuff now being shown in Godot - it makes me want to take a closer look... And then I'll jump to CryEngine
So my 4 player Mahjong game Unity was a good fit. For VR it's close Unity has some great asset store and free frameworks. But if UE5 nanites are formant I will use that.
I'm using Unity because I like coding in C# but oh man this GameEngine feels so poor and outdated when compared to UE5 :/ The biggest problem with Unity is that you have to pay a lot for things you will get out of the box with UnrealEngine for free. Just a few examples of Unity paid assets you get in UE by default: RayFire, Final IK, Astar Pathfinding, Volumetric Fog, Easy Save, Gaia, etc. Let's add to this PCG, a Behavior Tree (you can buy a Unity asset), physics-based animations (you can buy an asset for Unity), Nanite, and so on. Not to mention this outdated terrain tool with standard textures from 20 years back. Separate Render Pipelines are also a strange thing for a multiplatform game engine. Godot looks like a growing Unity competitor because of its simplicity and fun to work with but as for now Godot is of course lacking behind in 3D features but for 2D is already better.
I think C# is a much better language than C++ and I messed around with Unity for years, but I soon realized I wanted a more realistic-looking game so I switched over to Unreal. It should be noted that Unreal engine also has a garbage collection feature similar to C# to help manage memory.
C# and C++ C# Compatible with many devices, Unlike C/C++, Because With My Knowledge, its not directly compile into machine code, instead, it compile the code that understand by many device, then each device compile that code into machine code itself, its more easier than C++, and very often used C/C++is more faster than C#, It Has No Garbage Collection, Remember, C++(unreal engine) Has No Garbage Collection, you need manually, Its harder, and directly compiled, Reason Why Unreal engine Use C++, because its more compile faster, and unreal engine use realistic game, means that it will more laggy so it using C++ You can make exact same Realistic thing in Unity, But it more laggy, Or if you want too, in godot, its using C/C++, C#, GDscript and more, so you can make realistic game in Godot, its also weird in godot Different Language Script Can Communicate Each Other?, like C++ communicate with C# and GDscript?
When it comes to Multiplayer Games, I think Unreal is much easier than Unity, but not sure if I am right. In Unreal you just need to call two events to replicate the action or even just activate a checkbox (to replicate movement for example). To test it you just set the players to 2 or 3 and have different play windows to test every player. I tried to get some informations about unity Multiplayer but didn't found actual examples. So is Unity Multiplayer hard to master? I saw one of the latest updates added some multiplayer stuff, but when I see they have now in editor multiplayer tests... NOW after 10+ years???
There's Mirror and there's...Photon. Like this race portrayed here, seems they each shift about with their newest updates, trying to win our hearts and minds... I'm doing a project now in Unity that might have few multiplayer max, say a squad team of 4 vs single player 3 plus AI, so it seems Photon might be the ticket - it's exciting that all these engines are tapping in to the "hot button topics" to woo us aspiring game developers. Must say it's great Jason wily veteran still takes time to do a "sit back and take stock" kinda approach like this - much appreciated and all the comments here!
I find this whole debate really difficult. I thoroughly enjoy Unity and have been working in it professionally for a while, albeit on non game projects. That said, the abandonment of features, and need to use the asset store so often has really put a dampner on my enjoyment of it lately. Unreal offers a lot more in the engine itself which is great, specifically AI tools and graphics, but it is a lot heavier to use and compile regularly etc. In my area currently the majority of studios outside of like 3 AAA studios are using unity, so theres that too. I also feel like its a lot harder to get into those studios. Neither option feels perfect and im struggling to figure it out.
Why commit to just one? Why do people, myself included, tend to feel that one has to win out over the other? this isn't Betamax vs. VHS. I know eventually I'm gonna learn C++ and work in Unreal, but it makes sense maybe as I start now in Unity and C# - now I'll look at Godot more. People have to remember these are *tools* all to be used, not voting for one and exiling the other to be banished into neverdom. I hear ya, though - are we just lazy to accept we have to maybe "learn it all?" Next year, maybe, we'll all be working in... CryEngine
I totally agree and that is one of the reasons why I like it a lot. The learning curve may be a little bit more than other engines but give it time and it will become second nature just like every other engine. I have seen Unity Studio convert to Unreal Engine because of it so is not a bad engine to start with.
I've tried out Godot but it has a long way to go to catch up with Unity as far as 3D game development is concerned. Unity along with its Assets available on the Unity Assets store is light years ahead of Godot. If creating VR experiences, Godot stands nowhere near Unity nor does the Unreal Engine.
Didn't Unity just recently change their policies, that would not make it financially interesting anymore when you want to commercialize your game? I started in Godot. It was not so daunting to get into, but rather quickly ran into its limitations. After a while, I switched to Unreal Engine, and as I just started out with game-development, tackled UE5+. I don't know if the Asset Store is a real 'selling point' for Unity, as Unreal also has something like that. And both Unity and Unreal have lots of tutorials to find. I do have to admit, for racing games, there seem to be more tutorials for Unity than for Unreal. For Unreal, it's mostly people showing of, but not telling how they did it. I can't seem to find more advanced stuff like how to get controlled drifting mechanics. Why I also chose Unreal. Since I'm more a graphics designer than a programmer, Unreal has the right tools for me, out of the box. And Blueprints are just nice to use, easy to visualize and to set up.
I mean i can see unity being great for 2d games, i prefer just pygame for 2d games however since im proficent in the language and c# doesnt seem an exciting enough language to learn, for 3D games hoever you cant deny that unreal engine is the king both performance-wise, looks-wise, and feature-wise, but overall great points on unity
Unity because I can *finish games* with it, and can be fairly confident that I'll be able to publish them on anything from a smart toaster to a Playstation 10. Unreal has pro console support, but poor Editor tinkering & modularity, so you can't really make it do things the way *you* want, versus the way *it* wants. Also sucks for folks who think in code, versus visually. Godot lacks all-around, with limited 3d features & platforms, and no promises to continue that support. (We'll have to see how the new for-profit console support arm does.)
Godot isn't limited on platforms any more than Unity is. It's the platforms which restrict FOSS from supporting it, but they also do this for Unity. Good luck getting a Unity game published on Playstation without being part of Sony's club or finding a publisher who is. But as you said - with the private publisher arm (run by the public core developers) facilitating console support, there is now platform support by the official developers of Godot without violating their FOSS standards. Also since Godot is FOSS so you can always build platform support. You cannot do this with Unity since it is closed (although that isnt an issue bc Unity's biggest thing is supporting every platform imaginable on day -100.)
@@nowayjosedaniel I'm not sure where your argument lies 😅 Yes, to publish on a platform you need the developer SDK, and be subject to that platform's terms - it's literally true for all platforms, even Android (one-time $25 fee, and "congrats, you're a dev, Harry!") and I think itch is the same, maybe free/cheaper. As for platform-support, I'll admit, I don't understand why being open-source didn't allow Godot to just provide proprietary/closed-source plugins for platform support without a whole separate legal/economic entity. But that wasn't exactly my point - it's that Unity does in fact have that commitment to support All.The.Platforms, and the business relationships & development resources to see that to fruition. Unreal too. Maybe in future, Godot will get there, but today, it's not.
It's not an actual game, but rather a tech demo they created to showcase the capabilities of UE5. You can find it by looking at the original reveal video for UE5.
That is cool, I have done the same and seen people who have done also. You can make a pretty good game if the asset is integrated correctly and not just slapped in place. Plus you can have them as place holder which then the artist can see what you were going for and create something more customized to your liking. ;) If the game play is good people will pay for it.
i think you can make mazing fps with unity too, the thing is, no one wants to do it... well, there is scape from tarkov, but is not amazing realistic graphics, now, un unreal, of course is easierto make fps games with AAA graphics
I'm a complete beginner and I wrote just a few lines of code (I just started studying c++ in school), what game engine would you recommend me for a low poly movement fps?
I have purchased your master architecture course & completed it BUT haven't received certification. Pinged you over discord & mails multiple times but still no response. Will you provide certification or not?
It should be showing up automatically now. I'll take a look this afternoon though, the certificate system seems to break sometimes when the auto updates happen. Looking at moving the entire site to something a little more stable this weekend
Godot okay for 2D-- but, holy hell, avoid it like the plague for 3D, the 3D renderer is a joke-- also Godot hates importing large assets, especially PBR hidef texture sets. Unreal is super easy to use though-- and has wayyyyy more art tools than Unity does. Most of the things you need to buy plugins for in Unity, Unreal has a default plugin. Unreal is real easy for any 3D game type though.
Godot sucks for 2D. All the development focus lately has been on 3D and they don't really actually make Godot 2d improvements. The whole slide along walls and pixel perfect is nearly impossible. The c# documentation is poor.
I can confidently and apologetically inform you that this is simply user error on your end. Your complaint about Pixel Perfect rendering, for example, makes no sense. Pixel Perfect is the default requirement for the 2D renderer. You have to use additional features to achieve subpixel rendering... Pixel Perfect 2D was one of Godot 3's most common praises over Unity. Your comment is also objectively wrong. Godot 4 brought many huge 2D updates. Godot is also rightfully considered one of, if not the, best 2D game engines. It's almost universally praised as being vastly superior to Unity for 2D.
@@nowayjosedaniel Thank you for the response. Don't get me wrong. I so wanted to love Godot. There are some nice things about Godot, fast loading, fast compile, UI control, code organization. But collision detection doesn't work well (over lapping sprites at relatively low speeds). Last I checked there was only couple of 2D games released with Godot for a reason. In Unity you can make any game--ANY GAME-- you want and port it. Godot you can't. I feel like Godot is bit lost. Instead of focusing on something that can make Celeste type easily the development is going 3D. There is a huge niche for 2D development that Godot does not fill. Yet? 1) Make basic things simple. I think of Flashpunk of old. Even GameMaker has some good features to be copies. 2) Make very exacting controls accessible (So that Developers that made Celeste or Spelunky would use the engine to save time and improve performance). 3) GD script is also bit of a strange thing for me. Why would a developer use something so proprietary and gets rough for large projects? Integrate with C# already.
@@darrinadams8639 Wtf are you even talking about? Godot is fully integrated with C# since 3.0. Everything you said makes no semse bc it's outrught wrong, backwards, or incoherent. You clearly have no idea about either engine. How much have you used either? A few days with both? Seems like it. "Last I checked there was only couple of 2D games released with Godot for a reason. " This is not only objectively false, but also a really dumb argument. What reasons do you even think cause no 2D games to get released? Because you had some issues with physics in Godot 3.0? Like I said, your entire post just sounds like user error or honestly that you haven't even used the engines you're talking about.
@@nowayjosedaniel Can't really discuss anything with a fanboy. I do think the Godot community is amazing with exceptions like yourself. Godot has problems, every engine does. The fact you can't even list any is a sign you just want to share your emotions.
As a C# developer for a living (web e-commerce) Unity was my choice when I wanted to learn to make a game - I didn't have to learn another language, just the Unity API and the game stuff. I released my full 3D arcade shooter on Steam in November last year. Love it.
What is it?
Godot also has Official C# support and it is actually using DotNet 6. Unity are still stuck with DotNet Standard 2.0.
@@mustafageo definitely not as good as Unity
@@mustafageo The last time I talked with someone who used C# for Godot, the platform export capabilities were limited compared to using GDScrpt. Not sure if that has changed.
@@mustafageo Sure, but when I tried it (a while back though) it didn't work and just crashed. Probably different now. But it doesn't matter, as I still prefer Unity and that isn't going to change any time soon. Also Unity has IL2CPP which I use for all my builds.
I started with Unity and when I was trying godot, I found Godot do few things so much better and simpler, After that I am using Godot since 2023 Jan. Unity has lot of features(Deprecated/beta) but if you know what you want to do, Godot can get you covered. There are things which just works for any kind of requirements. I am a professional developer in Java and C# but seriously, when comes to coding in GDScript, it feels so satisfying, Godot is lightweight and simple game engine to start with. After a while when you are experienced with game Development and problem solving, the game engine will just become a tool for you. Unity is so mature and rich engine but I still stick to Godot because I cant find any reason to move to Unity for my requirements.
Once you use Godot, you dont go back to Unity. There is no reason to.
However there is one exception - for people without the skills to develop games, who rely exclusively on asset developers. The sad thing is those people cant make games with Unity either, bc Unity also requires those same skills.
There really isnt a game engine for people without the skills to be game developers. Just specify genres and niche games that can be made easily in any engine by people without skills. (Anyone can make a platformer, as we see with the insane flood of platformers and match3 games, but very few RTS, TBS, 4x, Open World games, et. al.)
Godot is best for innovation. But Unity does have its strength if you want to rapidly prototype very specific designs and cant do it on paper or quickly in Godot. Something like a very complex game where you can download 5 big assets like RPGbuilder and then create the 1 innovative thing, but that thing requires all the other stuff to test. Very niche usage.
Yes, its cool thing. But, I've never seen any AAA-game made with it. And if you look at performance you will see that Unity has more fps in the same scene.
@@eprst0i think Sonic colors ultimate mas made with Godot.
moreover Unity is a slogging mess. I’ve been using it and seriously it always seemed like a chore trying to achieve the easiest things, I was actively fighting the engine. It looks like the work of many different somewhat disorganized people, and it is. Godot was a godsend for me.
I started with unity, still use it for testing ideas since i work faster in it.
But when GODOT is making the progress it is, and watching the devlog for Road to Vostok, its getting hard to not just go 100% in.
Road to Vostok is proving that GODOT is very capable for 3d
I switched a couple of years from Unity to Godot and was amazed how fast you can be! I also changed from C# to GDScript. Godot feels lighter and faster in many ways also it’s easy to change features and dig into old code and make big changes later down the line. With the Godot 4 versions 3D also works impressively good. But there are also downsides. Unity’s asset store is gold! Just things like „safe space“ plug in for mobile phones etc. I had to make my own creations. Also unity analytics don’t work and i use Google what is not the best solution. The community both for godot and unity are awesome :)
Some excellent points made here, as usual, people tend to focus on the engine not the game but, for me it's all about the game. I got into Unity simply because I couldn't download Unreal. I had a poor internet connection at the time and my attempts to download Unreal failed every time. So I downloaded Unity and have never looked back. It does what I want, there's tons of resources out there and the Asset Store is amazing.
Your reasons for sticking with Unity are very close to mine. I tinkered with UE off and on over the years but it just seemed that as a solo dev Unity's workflow was far better for me and I also like C# quite well. I really don't like making character controllers and a fight with getting a reasonable one in Godot is part of why I dropped it. I also realized in the past couple years that I have heavily invested in assets from the Unity asset store over the past 10 years and it's so easy to find something that fits in where I can save time not struggling to write it myself. Right now I've been tinkering a LOT with RPG Builder as it just has so much in there. Thomas has basically done a LOT of heavy lifting for so many things I want to do in current projects :)
Have you used UE in the last 6 months or year?
@@falco830 I've only played a wee bit with UE recently just to see what UE 5 was like. I've got about 10 years invested in Unity at this point and somewhere in excess of 1500 assets that are mostly tied to Unity. I also like C# better than C++. Granted I've never been fond of C++ since it first came out as I was writing highly optimized, tight code on a variety of hardware using ANSI C at the time and the effort to get that out of C++ didn't seem worth the bother.
@@zzmmorgan hmm interesting, I think most long term(5-10+years) game devs have been pulled into Unity including myself. I’m going to check out UE more closely these next few months and see if now UE has a much more effective way to build games than Unity does
I am a big Godot guy. I have used all 3 engines and built small projects with it. I am mainly a 3D artist, so I feel comfortable with any engine because I feel like where the game engine graphical fidelity lacks, I feel I can compensate for it myself. That said, I love unreal but godot was really the engine that really made me love the development process (and not only the art). I watched tutorials for both unreal and unity but for godot all I did was read the documentation and I felt more competent with it in my first project than anything I did with unity or unreal after years, multiple projects with instructors. With unity I always have a lurking sense of I am doing something the wrong and it will bite me in the ass later. With unreal its less like that but I don't really enjoy the development process like I do with godot. I feel like I just understand godot. With godot my general gamedev skill is whats holding me back and not my expertise with the engine and its quirks.
"With unity I always have a lurking sense of I am doing something the wrong and it will bite me in the ass later" - I totally can relate to this
You made a good choice choosing godot lol
@@Stunex for me coming from a C/C++ world (everything is logical)and then going into the C# world of Unity always left me wondering, “is this right?”. Unity went from JavaScript to C# pretty quickly and the marriage was a little awkward but it worked. There was a lot of, don’t ask why if it works. Godot will likely have a similar issue in time, but just seems way more structured and logical than the early inceptions of Unity. That being said, I get Godot and it’s GDScript.
@@Stunex yeah I hear you. I have been using Unity for a long time and lived through it's evolution. Godot is not soo great, but it has great potential. Godot is a fresh and new direction that has it's shortcomings/sins and could ultimately do the same thing that Unity did, ditch GDScript in favor of C# like Unity did with UnityScript, but it's at fresh direction that has so much potential in it's 50MB+ state. It's like embracing a startup. If Unity gets your job done then cool, I get it. For me, a semi-retired software dev doing STEM projects with students trying to get them interested when their computer systems stink and can't run Unity, Godot gets my job done. From my perspective, these kids will gravitate towards Godot as it evolves because that's what they have available, and it works for their use case.
@@Stunex we're definitely on the same page. Teaching kids on the Godot platform is great. Now that I want to use Godot to develop for the Quest 3, not so much. Unity's Oculus integration is so far ahead that I am almost compelled to go back, but I will stay the pioneer path for now since this is just experimentation and not a contract project. Professionally for quality of dev alone, Unity wins hands down. I agree, keep your eye on Godot because it does have potential to be something unique. Whether that is great remains to be seen.
I've been using chat open AI to help make my unity game, and wow, I'm making so much progress now.
the jetbrains rider integrated AI is really good for that too now, just started using it a few days ago
highly doubt it.
@@Unity3dCollege At last:
i am doing a **HUGE** Adventure Game.
and i an complete different then you.
**because**
i have left,4!!! assets, out of the box - iniside.
Lux Water,
Enviro Sky,
Easy Save,
and Malbers Animeset.
also i use Invector, wat needet to rewrite ~ 70% of Core Functions, to get it bugfree and working.
**ALL OTHER!**
is
- quittet from the Project
- kicket out
- or **reworket** like e new Build.
*and why ?**
id do speed up *NOTHING!* the first thing it does is kill your Performance,
the next thing is throwing Errors you searching for weeks or give up,
the last thing is, to be so much complicatet, no one understand, even if he invest weeks to get the Idea behind.
**and**
Quest system ? my own, and it is a **REALLY COMPLEX ON** can do more things, than even Quest Engine and Dialogue System together **BY MUCH BETTER** Performance, and ** NOT EVEN 30% of Memory Usage** Including localisation without a Problem **AND** Save systems, without special "Documentations" and **NOT** using or needing "Google" or "Excel" or other shit.
*it works in unity** own staff.
Now: i can count up to down, what all was needet to bring my World to run.
Today, it runs.
It uses NOT a streaming system from Gaia, or Gena, **NO** also not "World Streamer" or other "error thrower" no, it runs perfectly **OWN SCRIPTS! OWN MADE**
so:
you speed up your Game with Assets ?
for every you use, you will loose 1% Performance
or have 100 new Errors,
10 000 Support Questions, and at the End: 10 Months to understand the core, and after this you see:
**kill it, and do it yourself, will be helpful**
not even for performance, or Ideas, or Memory usage
**NO**
if you do it yourself **YOU WILL UNDERSTAND WHAT YOU DO**
and you not have the need to **be in Fear for the day coming** you get a Red Error ,not to fix,
because Asset 10 do not work with asset 5
I'd like to see proof here.
@@nowayjosedaniel for what ?
aged like milk... rip Unity
Unity killing the Plus Plan yesterday and adding a Run time fee of 20c per install into January is really making me question using it. Unreal is overkill for my needs and charges 5% but only after $1m in revenue (where i'd be happy to pay or could afford to rebuild elsewhere). It's definitely driven me to investigate Godot.
Well unity is back
As a person that learned to program in C and later switched to C++, C# was a breath of fresh air. It allowed me to focus on the domain problems of my games instead of occupying most of my time with 'this will compile but is it *actually* valid code?'. I never considered Unity until I played KSP and wanted to make a mod. After installing and booting it up I realized it was my dream engine. C# language. Composite pattern design. Easily extendible editor. And with that I never looked back. These days I am quite critical of the engine at times but honestly even my biggest gripes aren't enough to push me away simply due to those three points I just made in the previous sentence.
Oof... I hope you've heard about the price changes
@@doooouge1136 hahaha, yeah. My above post didn't age too well. There's still some C# options out there but I guess it's also time to dust off my old C++ compiler too. I have a lot of investigation to do this week now thanks to ol' Johnny boy and friends.
7:54 welp...
I’ve been using Unity for 12 years and I really love it. I just wish they focused more on streamline certain aspects / fix up / FINISH features. I feel they may be losing focus and chasing the featuresets rather than clean up and tighten things they’ve had for years.
They've been doing more shoring-up and housekeeping work the past 2yrs, from my POV. We've gotten some new features like Material variants, but mostly it's just been stabilizing & pursuing feature-parity for existing stuff like SRP, DOTS, new UI & new Input, 2D tooling, etc.
The labeling has also gotten better IMO - experimental vs preview vs GA status for packages, "verified" version-mapping between Unity versions & feature packages, and the whole LTS vs Tech stream distinction.
Lets me manage my setup to match a given project's risk-management needs.
I used Unity for 10 years, starting with Unity 2.0.
I dropped Unity the moment I accidentally discovered Godot 3. I actually tried it out to get ammo to make fun of (destroy the arguments and claims of) all those obnoxious Godot fanboys who could never list a single real reason Godot was better or equal to Unity.
Boy was I wrong. Godot is how gamedev should be done. Unity is and always has been garbage, even when I loved it. But now we have an actual good option for a game engine, so no longer do we have to be tied down to Unity, the engine that was the least awful.
That's the irony. Unity always sucked. But it was the best because everything else sucked way more. But Godot is actually good, so I left Unity and will never return. For sooooo many reasons, primarily being Godot as an engine is simply superior in almost every way.
@@nowayjosedanielsounds like the response of a Godot fanboy who can't actually list a single reason Godot is better than unity. I don't think "unity bad. godot good" is a very compelling argument 😂
@@nowayjosedanielfeature by feature comparison please. Because now you sound like one of them Godot fanboys, you haven't listed a single solid advantage of Godot.
@@ksaweryglab With such a juvenile and emotional response, why should I waste my time? Go try it out yourself if you are a real developer and want to know.
Real developers dont need some childish video response titled "TOP 10 REASONS X IS BETTER THAN Y!"
Instead, they just download it and try it out. Godot is an almost effortless engine to download, install, and learn. So no one has any excuse to not just try it out themselves if they are a serious developer.
Otherwise? I don't waste much time on deeply unserious unity fanboys who got upset a Unity Expert told them Unity sucks and always has.
Great points regarding Unity. I have been using Unity since it first came out, and recently switched to Godot when I started teaching for a grant funded project that couldn't afford gaming PC's. Godot's size and Python like language have been nice to deal with for middle and high school students who are just starting out coming from Scratch programming. I still use the Unity asset store from time to time for art assets, and reference Unity code and docs for examples, but even with it's youthfulness and lack of an asset store Godot is growing on me.
Ya! That's the thing I was thinking when I downloaded Godot, happy to see someeone has same thought process as me. Actually 1mo I got a first laptop from someone (2nd hand, used earlier, not gaming one, but nice as price) & i always wanted to try my hands on gamedev, but looking at the laptop I was concerned that it will not handle unity or unreal. But the problem is, where i live, if you want a gamedev job or something you need to use Unity as it's more popular & used...
Due to dilema, I picked godot cuz it seems pretty Small & Simple...
Till now things are going good for me. Found a great beginner friendly tutorial from Heartbeast & working on it. Hope I'll get the desired results!!!
I've been a long time Unity dev. And recently gotten into Godot and it feels like a breath of fresh air. It's so easy to throw together a prototype or a small game. Now there are some quirks of course, but for now, when deciding between the engines I lean towards Godot more and more.
My main gripe with Unity, especially recently has been their tendency to abandon features, so when using something you have to rationalize to yourself like "There is the good ol' option of doing it, but it's now legacy and some features don't work. There is the new way of doing it, but it's incomplete and full of blocking issues. There is the asset store asset that that this, but it's expensive/cumbersome/hasn't been updated" and it's just such a headache. And while maybe it's worth it to deal with it when you're making a big game and making big architectural decisions, and loads of custom tooling. But when making a small 1 person game it's so overwhelming and confusing (speaking as an experienced dev).
When in Godot, you have this tool, it works, and does exactly what it says on the box. Which is perfect when you're just one person, or a small team who just want to make a game without retooling the engine.
(Not to mention it's the fastest editor out of the three, you can go from clicking on the editor icon to launching the game in less than 10 seconds. And because of it's python-like language you can edit the game while it's running, and not just parameter tuning, but full on new object and script creation)
Now obviously Unity and Unreal win in a lot of aspects, rendering for one, but at least for me I'm having more fun developing in Godot than Unity.
It's so true about abandoning features, and not "some additional features", but core features like UI, input and other stuff. New systems looks better, but... not finished... Right now I am trying Unreal, I really do not want to switch, it is so frustrating to drop behing what you have learned in 10+ years of working with one stack of technology just to start learning again, also for me personaly Unity seems more covenient and straightforward, but only if not this problem with abandoned pieces of core tech....
@@DmitryAndrushchenko Have you considered just using old version of Unity and not upgrading?
"features abandoning" is a lame argument because Unity 5 is technically superior to godot in every manner and it is lightweight too. Unity also has way more features, hence the reason serious companies use Unity. I just searched on linkedin for godot jobs in the uk, and there are only 6 jobs for godot. Over 4000 for unity and over 4000 for unreal.
Godot id not even considered industry standard by any studio worth their name.
@@000Gua000 Why should I do this? It's not about Unity version, it's about systems. And new systems are developed because the old one was not satisfying. Let's take a well known Input System, which has been rewritten 3 or 4 times. New one is MUCH more convenient overal, but it lacks several IMPORTANT things which could grant you days or weeks of struggle, if you depend on them. And those "important things" were announced 4 years ago by its developers and have been in "known issues" for 4 years until recently, when they just disappeared from documentation, but they haven't been solved, they just disappeared. ¯\_(ツ)_/¯
Same thing about many systems, we want to use new one, we need new one, because old ones are inconvenient and outdated. But we need those new to be production ready.
@@leeoiou7295 I remember a time when Unity was a joke engine, only good for asset-flip phone apps that no serious studio would touch. And then they did. The same will happen to Godot. SEGA is already using it (as a rendering engine) for Sonic Colors remake, Tesla is using it for their apps. The ball is already rolling.
And besides, companies usually lag behind in adopting a new technology until they're certain it's safe and profitable. If you're basing which engine to learn solely on the job market, then you're always going to be two steps behind.
Game development has never been something I thought I would pursue, but I have a storyline I think would work better as a game. Hopefully, if all goes well, I can get some attention to my own channel. Thank you for going over this. Always happy to see people willing to help.
This video aged like milk.
I’m brand new to exploring game development. Why did this age like milk? I’m mainly wanting to build 2D (think Streets of Rage, Shredders Revenge) type games.
@@timidstein888 again. There are many ways to fix things besides termination. A heartfelt apology plus salary cut has worked for executives at companies doing much worse. But I assume you just want to insist.
@@timidstein888 Did you miss when Unity tried imposing a per-installation fee on developers? This was on top of developer fees. They retracted it after the backlash but at this point we know their end game plan. You are much more safer going elsewhere.
Thanks for filling me in. I am only brand new to looking into this, so I wasn't keeping up with Unity.@@sadsongs7731
Anyone watching: STAY AWAY FROM UNITY AT ALL COSTS! Unless you want to go bankrupt
This is just fearmongering, for now the fees aren't at all unreasonable.
@@xddude It's only a matter of time before they try to fist you again. They didn't walk this back out of the goodness of their hearts
@@Pineconic Maybe, but there isn't a good alternative right now. I wish that wasn't the case but the people who say Unreal and Godot can replace Unity RIGHT NOW have no idea what they are talking about.
Godot is software aimed at hobbyists, and they are pretty transparent that their top priority is ease of use; their goal isn't to compete with Unity. This is ok for 2D and small 3d games but beyond that the engine starts to fall apart. At GodotCon2023 the graphics lead said "making a small game in Godot is extremely easy, but making a huge game is Godot is extremely hard."
Unreal targets high-end systems and the recommended specs to use Unreal properly are considerably higher than both Unity and Godot.
If you need to work on a large project and target a wide variety of low to mid-level systems not using Unity would cost so much extra work that the fees become worth it.
@@PineconicOhh im so scared unity is gonna charge me because i will make one million dollars lmao
what a stinky hater
With a new CEO? Hahaahah
@@Pineconic
Oh I just grabbed RPG Builder myself. It has so much functionality right out the box. Unfortunately (or fortunately idk) I just started a professional job that uses UE5, so probably gonna be focused on that for awhile, but honestly despite all the cool stuff you can do in Unreal I feel like as soon as I have time to jump back into personal work I'm gonna be using Unity.
Unity just seems so much more free, open ended, and flexible. Like you can do whatever you want. While Unreal seems to be always leaning you into a very specific type of experience. I mean you can do anything with it, but it almost feels like you are fighting against the engine to do anything outside of the genre it was designed for.
Unreal is "opinionated", or at least moreso than Unity. The closer you are to making the kind of game, in the same style & architecture, that Unreal expects, the smoother your experience will be. That's the appeal - and downside - of Blueprints as well, which I thought Jason might mention.
Unity is opinionated too, just at a different level. It's object-oriented & component-composition based for architecture, "thinks" in 3D, and still basically defaults to the level of fidelity/power of a PC or console game. So the further you are from those assumptions, the harder a time you'll have.
But IMExp Unity gives you more tools & freedom to deviate - profilers for mobile/VR/etc, a suite of 2D tools, native-plugins and now ECS+DOTS for vastly different coding architectures. They actually will help you go "off-trail", while Unreal just posts a sign saying "Here be Dragons" 😅
Once you have mastered Unreal (like from a job) I dont see you ever going to Unity. No reason to.
Once someone tries Godot, I dont see them ever going to Unity bc it would be so unenjoyable and frustrating.
Unity users who havent done the other two engines? I get why they love Unity and dont want to leave.
@@mandisawUnity is extremely opinionated, even if a lot less than Unreal.
The best thing about Godot is it has no opinion. It does Gamedev right for all games.
@@nowayjosedaniel If you read my comment, I do mention the opinionated aspects of Unity. As to your comment, even people who work with Unreal for say, a AAA console job, may not find it useful for their personal projects. And to say Godot is good for all projects is just false, or more generous than is reasonable.
I'm using C++ in my professional work, tried using Unreal Engine 5 (with C++, but for some reason it was so unstable for me that I had to either use Blueprints only or quit... so I left my UE projects for now), but went back to Unity. Much easier to do a game from scratch as a single person working on a project.
Unreal Engine is really robust. All of its features dwarf Unity by a mile, but so what when as a solo person you won't have time to master all of it?
Aditionally 2D games are harder to make in Unreal.
Good video, Jason!
I started too in UE - and it got quickly to a point where it was too long to find an answer as to why something not working - etc
Unity has such a big community - very hard NOT to find an answer to something if something goes awry.
UE 5.x is like a flashy red Ferrari - or a Grand Prix racer - sure, it goes "vroom vroom" and looks like big fun - but c'mon, you don't learn to drive with starting out in something like that.
So much of UE 5.x still feels like it's in infancy, there's little support, and so much speculative foray is being spent to creep along and make only an inch of progress forward after months and months...
UE 5.x is still too *niche* esp. at the Indie level - you work for long periods of time - and then only to find out that something is still *under development* or *not bug free* etc
"Oh, ok - let's go back to UE 4.x - we'll port to UE 5.x when we're done..." which adds a solid year plus to your release calendar
All the money I have spent in unity with assets makes it harder for mw to change over. Also, for us smaller guys the visuals are not great but they do the job. I don’t have the time, resources, skills, or money to build a game that makes full use of all the visuals most game engines.
Google "sunk cost fallacy"
LPT: Fallacies are not good things.
Both are super sweet for super different reasons
I just feel like there's a really strong community behind unity, a lot of YT content, good asset store. Bundles make it a lot easier to get started because some assets, e.g. nice looking 3d models and environments are prohibitively expensive to the beginner but nice looking assets just make learning game development so much more compelling.
I've started learning unity with c# but I'm experimenting with playmaker now, and that's kinda cool also. Having said that I do plan on trying out unreal at a later date to make an FPS but for any other type of game I think unity is the best place to start.
This is part of why Unity can be a trap for newbies.
When new developers are over reliant on tutorials and assets, they can take months to years and lots of spending in the store, before they realize they can't make their game without learning the fundamental skills required to make a game in any engine.
By contrast, Godot encourages new developers to do things right from the start, but with a leg up. For example, GDScript for the newbie being an objectively superior scripting language for newbies than an entire language like C#/C++ or *shudders* Unreal's blueprints. Then when they graduate and need to develop better skills, they can opt for C#.
Godot is gamedev done right as well, teaching design principles that are superior. Unity on the other hand is engineered to make games with a design that's janky af.
i dont work in the game business yet... but i make games since i was an little kid , never made an sucessfull game but i have experience in tons of engines (i tried 20+ engines and frameworks)
my current engine choices are godot and unity, godot for personal projects and unity... to try to find an job or due to the asset store.
i prefer to use godot because the engine structure and programing language are more comfy to use and because i have full access to the source code and can modify and distribute it as i please, that is great considering that the reason i switched from engine to engine in the past was because i was not satisfied with either the limitations of the engine (on godot if i ever reach it limits i can expand it) or the workflow (the godot workflow is co,fy as i said), but also because i can ensure the control of the entire code, for example if i want to port my game to an niche unsuported platform i can port it myself instead of rely on unity doing it, if i want an feature from the new godot (4x branch) in the old one for any reason i can backport it, or if i want to use the new version, migrate the code is almost painfree so i can ensure the preservation of my projects for future versions and maybe even future generations, if i ever decide to open source my projects people will have access to the last line of code, instead of just my code but having no idea how the underline engine works.
oh yeah, and godot has dedicated 2D support, not sure about unity (it has been a long time since i booted it >.>)
also i make assets for both engine stores my opinion is:
unreal, you will need assets less often but when you do... the cost...
unity, assets are almost needed for any project but the cost is usually better
That RPG Builder Asset is part of 2021 Fantasy Humble Bundle. That bundle also contained Odin and Bakery, pretty cool stuff.
Do you think they will release that bundle again, cause I didn't know about the humble bundle back then
@@harshitaaggarwal4836 Unfortunately, they won't. But they can include any of these assets to the next bundle.
@@harshitaaggarwal4836 no one need robbing off Odin.
@@opafritzsche Think before you comment, I said it looks like i missed good bundles. Also, I have purchased odin. And it's none of your buisness so stay out of it.
@@harshitaaggarwal4836 We all are just "Devs"
We need to work hard for what we do.
As a Dev, you are the last Kind inside the Chains.
Before you, are Asset sellers, Steam or other Shop Systems, and the Tax of your country.
The Money you get, is the lowest part of all ppl consuming from you.
And Odin, did kick all the ppl in the butt, what have payed for in the past, and change this.
They change it to greedy! Just, to pure, clear to see, greeedy"
this is not the point of Packs, there i am on your side. It is the Point, to sell you a Shit, for a +AAA Game Price, you can never await a Player will pay you that much, odin want to sell the Basic.
**AND AFTER THIS**
They want profit from your work!
They do 1% of the Work you have!
and want to have a Reward for, after you pay them a Sell Price, your game will never worth to the player.
**So think about this!**
if you say "stay away"
**BECAUSE!**
the system of Subscription trash like this, going more and more! On every Corner, you forcet to "Substcritptions". More and more Asset sellers, want to kick out the Store, and do there own. But they do not give you a reward for, the Prices they want, are the same prices like inside the asset store.
There is nothing cheaper for you, but they save 30% income!
**Think about this!**
and under this situation, think again
**IS THIS ONLY A SITUATION WHAT YOU SOLO FACE**
or is this a Problem **OF ALL DEVS!**
React in this Case!
Stay away from robbing off Subscriptions!
Do not honor this!
*because YOU !!*
only make **THEM** rich!
Your money, will be the smallest part!
and you are the one, having the Risk, to sell your **YEARS LONG WORK** even to a hand full of Players.
not Odin.
Odin, will also not "just" rate your **GAME**
no, they rate your Company.
If your game is only a part
you pay that lazy Guys your Lifetime
**FOR NOTHING!**
Think about! *THIS IS NOT A PRIVATE PROBELM!**this is a problem
THE DEV COMMUNITY NEED TO THINK ABOUT!
STOP THIS!
it hurts every dev around! GREEDY should be punisht!
Hi,
So I love Unreal. That all comes down to timing. When I first started getting into making games Unity still had a cost. Unreal didn't. Unless you made x amount of money/sales at the time. Naturally I went with the zero cost option. Here's the thing. I've got nothing but respect for Unity, Godot and the like literal dozens of engines out there. Hell, I started with RPGMaker. At this point I use Unreal, because i've spent a lot of money & time learning how to use it. I truly think making games is like any other type of art. Game engines are simply one of many tools. Be it art, writing, game dev. People should use what works for them.
Take care & have a good one
You raise good points - it was the excitement of the Unreal demo that made such big news a few years ago, so exciting - I was sooo convinced Unreal 5 that's it, nothing else, I started and struggled and blueprint this and what and where what maybe use UE4 still if you want - grass swaying - in the wind... I was gonna do a program at a school that had Unity focus and I started some Udemy tut's - and I couldn't believe that in half a day, I made progress that took weeks in Unreal in terms of getting a game controller to behave, NavMesh this and that, etc. - and then I realized more than anything that me as a new learner, it's like say choosing Blender over say Cinema4d or Houdini: you're gonna find waaaaay more support in the community on Unity versus Unreal vs other stuff. Like I'd love to give CryEngine a go - but where's the community? How do you get answers fast?
What Unreal's unreal progress HAS done has forced Unity et al to "keep honest" and up their game and respond with key improvements where *hopefully* it matters most, etc.
I am looking forward to learning Unity, Godot and Unreal....
and CryEngine.
The best part of Godot is that it's always fun to use. It is incredibly intuitive, but isn't restrictive or forces you down any specific design pattern. It's very easy to scale from the small project into a larger and larger project, and the Godot IDE runs very well. Absolutely worth spending a weekend with, I always enjoy building with it.
Sons Of The Forest was built on Unity, and looks AMAZING!... all depends on the dev's ability with their tool set.
Escape from Takrov; RUST - all done in Unity - lumen and nanite are terrific - but who's gonna just jump in and code for next-gen consoles right off the bat - I think Thomas Brush says too like compiling etc in Unreal etc takes *forever* esp for next gen stuff in Unreal - like pretty much there is still mostly UE4 being used on new projects even now - and defl'y in that case, might as well stick with Unity...
I really like Godot I especially with all the improvements with 4 / 4.1 release for 2D and 3D. I do want to try and use Unity but i have so many problems with it and at the moment no matter what version I download in the unity hub I get an error and doesn't finish downloading. For unreal engine I might try and use it for big high detailed 3D games.
Look for tutorial of how to download, the problem isn't unity,
The problem is your internet speed and your patience
@@ferdinandkasangati5089 Im 99% sure its something unity hub 3.5 becuase i can download unity separately from unity hub. my internet is stable and not slow so i dont think its that. The error i got "Editor application" "Install failed: Validation Failed" only hapend when I updated unity hub to 3.5 and I dont know how to download an earlyer version of it
@@kccs5263That's not the hub or your internet. It said "Validation failed", which means you haven't setup your Unity account properly. The Hub wants to know your web account so it can setup Personal vs Plus/Pro features.
@@ferdinandkasangati5089It is a problem with Unity. Unity is obnoxious.
Sooo still sticking with Unity after the recent pricing changes?
Damnit this video is So fresh I can’t find the closed captions yet (yep noisy Friday night in the UK😂)
I started with Unreal Engine as a hobbiest and moved to Unity because of the simplicity of the development pipeline when you are working alone or with a small studio. As soon as I started learning Unity was a no brainer to make the move.
Unity is great, but can be a little bit slow for larger projects even on Unreal dedicated development rig. I always was more of UE person.
@@LukiGames0 same can be said for UE. In my opinion it is all about personal user experience. Mine was better with Unity. Nothing against UE.
I can't decide.
I enjoy C#, Unity's editor, the source control, the community, the documentation, and the asset store, but using the engine itself is taking a while for me to get the hang of.
I feel like I've made more progress learning in Unreal Engine, at least at a beginner level. Everything about UE feels heavy though, and could limit audience with its hardware requirements. I know it can be deployed on mobile hardware, so there are probably optimizations available.
Many make the mistake of thinking that Unreal can develop much faster than some other game engines. However, this only applies to the beginning of a project. You always have to consider the entire development process. And very few people can really judge that.
Of course there are always those who claim that they have created two identical finished games in both engines. But those were mostly games that they would never sell, let alone play in their free time.
@@sabiplaypuzzles7332 I think thats why I keep flip flopping between the engines. Its prolonging my "beginner" status, so I'm going to have to buckle down and stick with one soon.
I am currently considering both, after many years with Unity. Unreal is really compelling visuals, but they come at the expense of enormous conpute (despite nannite) in both development and runtime. I am going to have to upgrade to a 4080 RSX graphics card to really exploit Unreal stunning visuals. Whereas Unity can target mobile and webGL games. So depending on what type of game and target applies, remembering that higher quality assets also cost more. Having said that Unreal free Quixel bridge is awesome and the Unreal marketplace is as good as the Unity Asset store. Not so many people program in C++ when blueprints offer so powerful set of modes.
If you're considering unreal i recommend getting a good chunk of ram. It can get really hungry.
As for the gpu, im running a 3070ti and can max everything out without issue
unreal marketplace is good, but the price is more expensive. But the 4 or 5 free assets of the month is great deal.
I've found that the Unreal marketplace leans hard into high-poly, heavy-duty assets, which are really more geared towards static renders or high-fidelity real-time (industrial & high-spec games). They do look amazing, but when I started peeking into tech specs, most would be totally useless in most indie projects.
I think the Unreal community tends to be very aspirational - a lot of the creators/devs want to make high-end console games, and the assets, engine features & workflow mirror that. Whether that translates into finished games I can't say, but Unity's store at least covers more possibilities.
The very first engine I started building in was Bethesda's Creation Engine for Skyrim modding, but it wasn't long before I found Unity. I've also done some exploring of Unreal in the last year or so, and there are definitely at least a few things it does better: perhaps the biggest thing Unreal has that I wish Unity had is more out-of-the-box functionality for larger scope projects, such as the Level Blueprints and Game Manager.
However, like Jason, C# is primarily what keeps me in Unity's camp; pure C++ scares the crap out of me (maybe more than it should, considering I've been working on a side project in C++/CLI for a few years by this point) and I also chafe SO MUCH at some of the abbreviated names of things in the C/C++ standard library; meanwhile, visual scripting like the Blueprint system just doesn't click for me (which I find weird considering I'm a HUGE fan of visual _shading_ like Shader Graph).
In conclusion, Unreal certainly has its merits, but for now at least, I'm still Team Unity.
Visual / WYSIWYG tools almost always work well for visual-creative content, like 2d/3d graphics & art, music & video editing, even idea-boards and brainstorming.
But they totally suck for text-based documents or things with lots of internal dependencies & relationships, like data & code. Having some visualization can be handy, like spreadsheets for tabular data, or ER diagrams for databases, file/project hierarchies, etc - but you don't want the visuals to constrain what you can do.
C++ is pretty awesome, and I honestly loved it compared to C#.
Nothing to be scared of. In fact, C# can make for some even scarier bad practices and every language can have bad code. So whatever rational reason why you're scared of C++ should be reasons you're scared of C#.
@@nowayjosedaniel I learned C/C++ decades ago, but when I talk to other devs trained in the last 15+ yrs or so, they mainly don't have the underlying know-how to do memory-management, handle pointers, understand value vs reference semantics, etc. Most devs now don't learn anything about diff hardware architectures, or how to use compiler arguments to achieve various ends.
Higher-level languages, especially untyped or library-centric ones like JavaScript & Python, hide a lot of this stuff, which can be great. But even formally trained CS majors now are coming out without knowing any of it, and the prevailing attitude is that if it's not on a job posting, they don't want to learn it.
Now me personally, I think in Java mainly, with some functional and data-analytics on top, gleaned from various exp over the yrs. C# was designed to be easy for Java devs to pick up, and .NET is very useful as an enterprise dev, so it was a no-brainer.
@@nowayjosedanielNo. Sorry. False. C++ is outdated unproductive mess compared to simplicity, elegance and sheer power of a modern well designed language that is C#. I have done both and would never touch C++.
@@krystofzacek4465 This cartergabfest dude probably thinks swallowing broken glass while laying on a bed of rusty nails is fun, for all we know!
Thanks for the advices ! That's help a lot.
Unity's still my number 1 mainly because if you want to be a game developer, unity has you covered. It's easy to learn, you don't need to worry about deciding if you want to be a programmer or level designer or anything like that, it teaches you the general knowledge. But for UE, it feels like it is easier to professionally learn and be good in a specific field of game development instead of game dev as a whole. If you want to learn level design specifically or UI or C++ or a specific dev field.
I've tried Godot and UE. I'm not too invested in Godot right now because it's still relatively new and I've not really had a need to focus more on it. I reckon it's easier to learn than UE.
And for UE, I'm learning it because it looks like that's what a lot of AAA developers are using, and it feels more "professional" than unity. And of course there's lumen, nanite, motion warp, metahuman and all those fancy stuffs.
One major downside for me is the fact that it uses visual scripting and c++ as its scripting language. I'm not a big fan of visual scripting and It's like you said, C# pretty much simplifies things for you than c++ does.
I just ordered a book that teaches C++ with UE. I'll take a look at it and see if it's a better choice for me.
Not so sure about this.
Unless you make very specific games in very uninnovative genres, Unity requires you to have a lot of the same skills you'd need if you were to make your own engine.
Ironically, Unity is an engine that newbies need but can't use, while also being a great choice of an engine for people with the skills to not actually need it.
If you want to innovate in game design, Unity is garbage. In fact so much so that it will often hurt you more than it will help.
Godot on the other hand is agnostic and unopinionated, while being "engine design done right". And thus a great engine for innovation.
I started indie game development as hobby with unity, but my personal taste is more into realistic 3d, and AAA game in future. So I switched to studying unreal. Compare to unity, unity takes 1 month to make a 3d platformer with youtube tutorial. It's more easy, but easy is not enough to get into AAA game. Sometimes easy can read as simple project, and simple project has limits. Unreal is not just complicated. It's fucking complicated. Like learning how to ride stealth jet combat airplane, but as you learn, you can understand why Unreal Engine developed their engine as this way.
In my opinion, if you want make casual style game both 2d and 3d with some amount of learning - unity is your tool.
If you want high quality 3d game even though it's damn hard and give you unbearable torture - Unreal is your tool.
If you want go deeper on 2D, godot is your tool
Correct.
If we are being honest? Unity is the engine for uninnovative platformers and asset flips.
Overall fair assessment, I have used all 3 engines and am an engine contributor to both UE and Godot. I have reservations about each but agree overall with your assessment except for the fact that Godot is now ready for 3D games as well and is no longer "best only for 2D games".
I've seen some new vids about Godot 4.1 - it's smart Godot is moving into the 3D side of things more, I think this bodes well. Some of the new terrain etc makes me wanna keep tabs on Godot
I started learning unity last year. And haven't made anything yet with it. Did my Cert IV in Game Dev, Just passed but I haven't kept much if any of the info for the programming side of stuff in my head.
And even looking online how to do X thing is really confusing cause there are so many tutorials doing it so many different ways but no one explains why.
Even just text stuff as well. I really wish there was something I could read or watch that is like. "To move your character you need to use these parameters and arrangements, And this is why. This does this and this does that" for example.
That's more about your learning style, I think. Generally people retain things better by actually using them, it's why vocabulary is taught by writing sentences and reading books, not just through rote memorization. Make a project if you want to learn - the learning will happen by the *act making*.
As for not being told, "do this, for X reason", that's how coding in the real-world works (how life works, really). No one knows what you want to make, or what your needs & constraints are, better than you do.
All anyone on the internet can do is provide the options, maybe a little how-to/docs, and then you have to decide what is best for your project, via thought and trial & error.
There is no recipe to life...
Hi Jason,
I enjoyed your analysis of why to use Unity over Unreal and Godot. One additional factor that's best for Unity is its wonderful enormous community for support and collaboration. Unreal and Godot aren't even close for community support and collaboration.
Yeah, Unity really has the biggest online community with the most amount of available resources out of all the engines I know. Excellent point to bring up!
Godot blows Unity out of the way for the most important community support and collaboration - bug fixes and engine updates. That FOSS is unmatched.
Give it time, and the rest will catch up. Once upon a time Unity had nothing. There was originally a single asset developer making a $300 2D plugin for 2D games.
Unity's performance is its biggest problem. By far the worst game engine for performance.
@@nowayjosedaniel Bug fixes and engine updates? Sure I can imagine that. Godot is also quite lightweight compared to Unity as an engine, yes. However, "Godot blows Unity out of the way for the most important community support and collaboration" has not been my experience at all. Online resources around Unity are just more, the general game development discord communities I was in had way more active Unity channels. And this is easily explained just because the user base of Unity is bigger.
@@dreamisover9813I think that unitys massive amount of online resources, books etc. builds on the time that it has been in the game. the Godot community is very active though, and rising as we speak. my experience with the Godot community has been very pleasant - very helpful, non-elitist and nice in general, and with quick responses. reminds me a lot of the blender community.
@@dreamisover9813 You're saying Unity has more community support and collaboration in the things that matter very little and are quite unimportant for serious developers who want to actually make games. Developers dont need pong tutorials or snake clones, or shallow tutorials teaching improper programming techniques and bad engineering.
I am saying Godot blows Unity out of the water for legitimate, serious community collaboration and community support. Thousands of professional developers and talented contributors helping make the engine better.
I started learning UE5 coming from Unity, mainly because of the content and frameworks build in the engine, that Unity simply cant offer, so for a solo dev that wants to make a realistic driving game it is obvious to go for UE5
Interesting, do you find it easier and faster to build good games such as multiplayer and 3D/2D games than it would be with Unity?
@@falco830 2d no, 3d Yes but also depends on what you create, ue has way more out of the box tools to make realistic games not only graphics wise, cant say about multiplayer cause I have not worked with that yet in either engine
@@LanciaSiluri interesting, so would you also say you could develop and produce a simple 3D game on UE faster than you could with Unity?
@@falco830 define simple and what platform to publish, cause simple 3d games are easily made in any game engine that support 3d ofc.
@@LanciaSiluri like a simple first person shooter, or a general racing game. Comparing to Unity, which would be a better/faster/easier choice?
I'm glad you integrated an edit in the video because job wise I think more and more indie studios are using Unreal. As a Unity developer I definitely felt it when I was looking for a new job at the end of last year.
I suspect the increase in C++ jobs are related to a mix of AI/compute, embedded systems, and maybe residual crypto projects. Games is quite a small slice of the total field of tech jobs.
@@mandisaw Console games, I think, are a major part of why game developing studios are looking for C++ developers.
@@JaydenHolland-wo4fd Generally, if we're only talking games, yeah console is where you often need that extra optimization that C++ affords. Although true-native mobile development, bridging from Java/Swift into C++, is also needed for some high-demand applications.
But as far as C++ tech jobs in general, that's mostly non-games.
@@mandisaw Ok, thanks for the knowledge.
But a lot of indie's developing from scratch in Unreal - are still starting out with UE4.x, promising to port to UE5.x right before final release, meaning at least another year in development hell.
Or. you can be brave and try to initiate from a UE5 Lyra project for instance... and be stuck in a endless cycle of development hell -
You might even be a Dev God. But the track record speaks for itself... when you say examine the progress made over the course of a whole calendar year... www.youtube.com/@DevGods/videos
God bless ya DevGods, fighting the good fight! But whoa, man - would you not have been done already - had you worked in Unity????
This video did not age well..
UTK4 came out with URE... back when you had to read a book to learn it. And you could pick up the Quake engine for $100. With a bunch of classes and zero documentation lol. Times have changed so much.
Holy shit that 30 for 30 is a damn good deal, thank you for pointing that out!
It actually worries me if you say the main reason is the asset store to stick with unity. Lots of good and free stuff on epic store too as you may have already noticed. Pesonally I'm sticking with unity for the languange, building the final product and easy port to mobile devices. It's also way less painful going from code to engine on unity. Im learning godot too just because they have an android mobile editor, and its really fun! Loving using it on my tablet.
Without the asset store, Unity is total garbage for most projects. Always has been.
smart thinking- that's my way of thinking too
I wonder if your opinion on Unity has changed in the last week?
Excellent comparative overview.
I like Godot being small and lightweight compared to the other engines but I don't like the node system (basically enforcing OOP design) that much.
Weird.
Nodes are one of the most beloved, popular, and great aspects about Godot.
In fact it's objectively superior in design to Unity's GameObjects & Components. In Unity you will end up hacking what are essentially nodes anyway for any game that goes beyond the complexity of amateur platformers or oversimplified mobileshit.
Godot is game engine design done right, by competent engineers, with a clearly defined path to update and improve.
Unity is outrageous spaghetti code done by incompetent programmers who initially coded entirely on a Mac, layered so heavily with updates that it became good but with deeply rooted problems that aren't easy to solve.
Unreal is a bleeding edge game engine but it’s system requirements and install size are what turn a lot of people off, especially when you have to disable a bunch of the cool graphics features just to get unreal running on lower end hardware. Godot on the other hand can have most of its cool 3D graphics features enabled on lower end hardware and still be performant. Both Godot and Unreal are engines that support physically based rendering, Dynamic shadows, real time global illumination lighting and volumetric fog but Godot is more optimized as an engine and you don’t need expensive hardware to make the most of the engine. The biggest complaint I’ve seen regarding unreal both from game developers and players is long load times and time needed to compile shaders.
ruclips.net/video/4hJ4jt-UFWo/видео.html
Yes, but can Unity compete with the unparalleled greatness of 3D Gamestudio??
Do you remember 3D Rad? LOL
I am using Unreal Engine 5.2 but I don't mind Unity 2022 as well just love the workflow in Unreal Engine and the stuff they have to provide like visual scripting and nanites. The only issue I have is system requirements vs Unity. That is why I use a 13900K with 3090Ti with 64GB DDR5 and a bunch of M.2. lol, now that is way overkilled for the Unity system. ;) I only wish Unreal had more templates focusing on 2D game design and standalone installers that don't require the epic store. Maybe will need my login credentials but I would be okay with that. I don't mind the epic store on my main PC since it is also my gaming machine but for a laptop with limited room would be nice just to run Unreal Engine by itself. Learning C++ can be something you learn over time since visual scripting does an amazing job on its own.
you doing right. Unity is not improving anymore, it goes more and more boring. The only thing unity reall interests, is the Assetstore, that going prices x2 and also more and more boring.
That s it.
believe me: the market changes, the graphics going better, the players will learn this, and in max 2 years, will not watch 1 singel ppl a game from unity anymore, or he pay his lifetime money to shit fu... pay in Google Play store handy trash. But this is his problem. you cant do anything wrong with unreal. Epic is improving on every corner.
in the last 2 years, unreal did run away for lightyears.
unity is standing in place, and do only 2 thigns:
- making the Life inside more boring
- and improve one thing max. the prices.
Good explanation!
Too bad unity ruined its reputation by adding fees per intall.
Planetside was the best friggin' game ever created. It is the only MMO with animations that allowed me to produce a legitimately dramatic Machinima using in-game characters. The balance, the architecture. Yeah, it's "obsolete," but I have yet to see an MMO that is as well designed as PS1. (Including PS2)
It's common for people such as yourself to think about switching.
I know a few big name unreal instructors, sometimes talk about trying, or switching to Unity. Sometimes, they just need a change, or feel they did all they can do in one engine, and move to the next.
Unity dev here. Played with the other two. I'd say for FPS or serious commercial projects I'd go with UE. For small or free/indie projects probably Godot. Unity ... I dunno I keep finding fewer and fewer reasons to use it. I have a TON of asset store stuff and many prototype projects in it, so it's sad to walk away from.
Dont let sunk cost fallacy keep you tied down to an inferior engine.
I am a Unity expert who uses it since Unity 2.0. It had always been garbage but used to be the least worst, and thus one of the best.
With Godot, especially Godot 4, there is no reason to ever use Unity for 2D games and many reasons to avoid it for 3D.
With Unreal & Godot, Unity is becoming obsolete. Because against it has always been garbage. But now there is genuinely good competition in both directions (Unreal Godot) so Unity is becoming increasingly less "Least garbage" and increasingly more "Just garbage."
@@nowayjosedaniel Well put. It's getting squeezed out on both ends.
Simple explanation, if you want to work with AAA companies go with Unreal and C++, if you want to work small or find a job quickly go with Unity.
I'm a big fan of Godot. I'm still learning, but it seems pretty streamlined. I'm seriously thinking of switching to Unity because of job opportunities. It's fun using Godot, but there doesn't seem to be much ways to move up so to speak
I feel sorry for you, because going from Unity to Godot is wonderful, so going from Godot to Unity will likely be awful. Absolutely awful.
But you're right about job opportunities I am sure.
@@nowayjosedaniel Why awful?
@@TricoliciSergheiestly? Without spending a significant amount of my time in a deep dive, I will just summarize it: Unity has always been a deeply flawed engine. Whether you're talking Unity 2.0 or Unity today or anything inbetween. It really only became (and kindof stays) relevant bc of UT's obsession with always being on the cutting edge of every single platform. They were essentially the only choice for mobiledev, and that's where they've always shined and made their money. For PC, Unity was often even worse than me just making my own game from scratch. Ofc it got a lot better with Unity 4.x, but just that part.
The biggest problem going from Godot to Unity will be the fact Godot is game engine design done the right way. Unity is by engine design done the unintuitive garbage maze way.
You'll see. Unity is endlessly frustrating and janky af like a procedurally generated post-apocalyptic all-terrain mad max road. Godot by comparison is smooth and seamless like a paved highway.
Unless you just want to make super simple games like platformers and dont care for the small quality of life things.
The jank and rough edges of Unity is multiplied by the patchwork jumble of Unity assets that every developer falls for. Godot, by comparison, has no commercialized asset store so you're forced to build things the right way (smooth implementation) so it inherently discourages jank and obsolete assets and features.
@@nowayjosedaniel I'm just learning Unity and I will need a lot of time before I have an opinion, but currently I think that having an asset store is Good. Because having options is always better than not having any at all. Hopefully Unity will be a good choice for me, but let's see, coz I just started on the Unity band wagon..
But as a senior developer, I can tell you that there is no "Ideal" tool or package out there, there is only "Ideal for me".. And even the best tools have flaws one way or the other.. The world is usually kept in balance ;)
Thanks for your review, success to you wherever you are and whatever engine you'll be using now or in the future :)!
Cheers!
@@TricoliciSerghei There are some games I've worked on that used almost all of Unity's features. That made Unity the best choice by a huge margin.
The more features a game uses for Unity, Unreal, or Godot, the better fit it is for the engine. For 2D games, Godot is objectively superior in almost every instance. For 3D, it just depends on how many features of Unreal or Unity that your game can take advantage of. The Asset Store is really the only reason to even use Unity a lot of the time. That store is still not the best thing tho.
But most games, I would say Unity isnt great or even good for.
As for the Asset Store being a good thing? It depends. If you're making small cheap games or rapidly prototyping deep ideas then the asset store is invaluable. If you're serious or it's a big project? The asset store is useless.
Overall I'd say Unity is dangerous to newbies bc it keeps them from developing independent skills they need to make games *even in Unity). Godot on the other hand encourages you to do things right from the start.
Unity Assets also often need to be replaced deeper in development for bigger projects in exchange for a custom tool, or take more time tinkering or learning the code than if you just did it yourself for small projects.
Unity itself is seen as a good thing for existing, but there are many games where Unity actually causes developers to lose time rather than save them time. The Asset Store is similar in that context.
Not sure why would you say that you can't build high quality FPS multiplayer games with Unity? For example did you see/played Escape from Tarkov (made with Unity)? Very realistic graphics and physics!
The effort compared to unreal is not worth it
@@StinkySteak if it would worth it (I assume you didn’t try) they would choose Unreal. And the only difference (that now no so big of a difference) is the rendering out of the box. If you want triple A quality you will anyway won’t use just the tools that the engine delivers by default. And in the new versions of Unity the rendering is also very good!
Have u played with UE?
UE5 Graphics + Optimization > Unity Graphics
In UE, You create new project, boom. AAA GFX
@@StinkySteak yes I did, trust me without any modifications UE GFX not that impressive, it doesn’t makes your game triple A worthy. You have great GFX assets for Unity too. Anyway I don’t mind use both engines, I don’t think that there are things the UE can do and Unity can’t, it just a tool everything else is up to the developer skills.
and look at BattleBit now - guaranteed to make the developer team (all 3 of them) super rich millionaires. Unity helps you reap big financial rewards - with minimal effort.
Ill preface this by saying ive davbled briefly in unreal and never in godot. I think the thing that keeps me using unity is the scritable editor. There is alot of functionality in unity that i dont kike but the fact that i can make a custom editor tool to change the workflow is such a vital aspect of being able to use it at all. I think if it werent for that i woukd have jumped ship long ago.
Also Unreal has a scriptable editor, in C++, Python, or Blueprint. Added by the end of version 4.
Unity is the easiest to build with but I switched to Godot because it's small and lightweight.
meh....I'm absolutely not biased but...I used unity for a while, for heaven's sake I'm not bad but....the free features of unreal that you have to pay in unity are making me take steps towards unreal...even the blueprints aren't bad at all...
Godot is the best thing to have ever happened to the game development community and that's all I'll say about that.
I think it really depends on what you are trying to do with a game, if it's an ultra realistic kind of game, Unreal is the better choice, if it's a 2D game or 3D game that doesn't push the boat out, Godot is fine for that.
Unity can do more when it comes to 3D, but Godot is quickly catching up, especially since Godot 4, and I suspect for most indie developers, Godot is likely enough for them.
Personally, if I was going to invest so much time, effort and money, either learning an engine or creating games in them, I would lean towards more open engines like Godot, after all, what we have seen happen with Unity, can happen at any time, and even though they've backed tracked on it, they could pull the same stuff at a future date, there is nothing stopping Epic with Unreal Engine pulling the same trick if the engine becomes dominant enough and personally, I just wouldn't want to go through all that as a developer.
Another advantage Godot has is that there are no restrictions, no licence fees or cuts from game sales, you have full access to the engine and can modify it to do things that you want to do, if you have the skill set to do so and you never have to worry about being screwed over in the future.
I know Godot isn't the most powerful engine, but it's good enough for a lot of developers and it's constantly getting better.
Jason have you thought about applying for the new creative director role for EverQuest 3?
Nope :) thats typically more of a design position though
Why do a lot of game developers are so obsessed with MMORPG games?
It is, by far the worst performing genre.
Based
if u want to make 3D games with good graphics: unreal
if u're just a casual developer want to make 2D game in easy way: godot
if u're just a mid developer want to make 3D and 2D games that not too realistic, not too hard and not too easy: unity
I use Unreal but I'm also trying to jump on Unity. I believe the engine has nothing to do with the look and feel of the game. The Director and his team are the ones to control that. You can make very stylized looking games in unreal and very realistic games in unity as well because it's just a matter of adjusting some numbers and shaders. Your assets do the rest in developing the feel so I get a bit confused when we try to relegate this engine to that and that engine to this. In the end it's best to use the engine that you are comfortable with... (Yes, Unity shines with stylized and unreal with realistic, but you are free to choose your art direction with both).
you're right - and it's all merging in a way - Godot is now doing more 3D stuff, you've got popular games in first person shooter genre's traditionally earmarked for Unreal being done by indies in Unity like Tarkov, RUST, BattleBit now...
I started with Unity because I realized while I want to make a "good enough" first person shooter (heck Fallout 76 and Ghost Recon Wildlands, games from 2017 - are still immensely popular - like is photorealism *really* so important???) it can do 2D in case I wanna make the next Candy Crush.
Godot is coming in at it from the opposite direction - I really like the new terrain 3D stuff now being shown in Godot - it makes me want to take a closer look...
And then I'll jump to CryEngine
So my 4 player Mahjong game Unity was a good fit. For VR it's close Unity has some great asset store and free frameworks. But if UE5 nanites are formant I will use that.
What if you have to pay Unity .20c per installation of your game?
Or 2.5% off revenue which ever is less (after making a ton of money or installs.). Literally 99% of games will never owe anything.
I'm using Unity because I like coding in C# but oh man this GameEngine feels so poor and outdated when compared to UE5 :/
The biggest problem with Unity is that you have to pay a lot for things you will get out of the box with UnrealEngine for free.
Just a few examples of Unity paid assets you get in UE by default: RayFire, Final IK, Astar Pathfinding, Volumetric Fog, Easy Save, Gaia, etc.
Let's add to this PCG, a Behavior Tree (you can buy a Unity asset), physics-based animations (you can buy an asset for Unity), Nanite, and so on.
Not to mention this outdated terrain tool with standard textures from 20 years back. Separate Render Pipelines are also a strange thing for a multiplatform game engine.
Godot looks like a growing Unity competitor because of its simplicity and fun to work with but as for now Godot is of course lacking behind in 3D features but for 2D is already better.
People say "you should/shouldn't" or "I will/won't", but rarely say "I cannot".
I think C# is a much better language than C++ and I messed around with Unity for years, but I soon realized I wanted a more realistic-looking game so I switched over to Unreal. It should be noted that Unreal engine also has a garbage collection feature similar to C# to help manage memory.
C# and C++
C# Compatible with many devices, Unlike C/C++, Because With My Knowledge, its not directly compile into machine code, instead, it compile the code that understand by many device, then each device compile that code into machine code itself, its more easier than C++, and very often used
C/C++is more faster than C#, It Has No Garbage Collection, Remember, C++(unreal engine) Has No Garbage Collection, you need manually, Its harder, and directly compiled, Reason Why Unreal engine Use C++, because its more compile faster, and unreal engine use realistic game, means that it will more laggy so it using C++
You can make exact same Realistic thing in Unity, But it more laggy, Or if you want too, in godot, its using C/C++, C#, GDscript and more, so you can make realistic game in Godot, its also weird in godot Different Language Script Can Communicate Each Other?, like C++ communicate with C# and GDscript?
When it comes to Multiplayer Games, I think Unreal is much easier than Unity, but not sure if I am right. In Unreal you just need to call two events to replicate the action or even just activate a checkbox (to replicate movement for example). To test it you just set the players to 2 or 3 and have different play windows to test every player.
I tried to get some informations about unity Multiplayer but didn't found actual examples. So is Unity Multiplayer hard to master? I saw one of the latest updates added some multiplayer stuff, but when I see they have now in editor multiplayer tests... NOW after 10+ years???
There's Mirror and there's...Photon. Like this race portrayed here, seems they each shift about with their newest updates, trying to win our hearts and minds... I'm doing a project now in Unity that might have few multiplayer max, say a squad team of 4 vs single player 3 plus AI, so it seems Photon might be the ticket - it's exciting that all these engines are tapping in to the "hot button topics" to woo us aspiring game developers. Must say it's great Jason wily veteran still takes time to do a "sit back and take stock" kinda approach like this - much appreciated and all the comments here!
question, are you worry of the changes in TOS in Unity?
I find this whole debate really difficult. I thoroughly enjoy Unity and have been working in it professionally for a while, albeit on non game projects.
That said, the abandonment of features, and need to use the asset store so often has really put a dampner on my enjoyment of it lately.
Unreal offers a lot more in the engine itself which is great, specifically AI tools and graphics, but it is a lot heavier to use and compile regularly etc.
In my area currently the majority of studios outside of like 3 AAA studios are using unity, so theres that too. I also feel like its a lot harder to get into those studios.
Neither option feels perfect and im struggling to figure it out.
Why commit to just one? Why do people, myself included, tend to feel that one has to win out over the other? this isn't Betamax vs. VHS. I know eventually I'm gonna learn C++ and work in Unreal, but it makes sense maybe as I start now in Unity and C# - now I'll look at Godot more. People have to remember these are *tools* all to be used, not voting for one and exiling the other to be banished into neverdom. I hear ya, though - are we just lazy to accept we have to maybe "learn it all?"
Next year, maybe, we'll all be working in...
CryEngine
Same for me,, the asset store is god! Has everything you need
Unreal is not jist for first person shooters. It’s more robust tool set for any game type, than anything other game engine.
I totally agree and that is one of the reasons why I like it a lot. The learning curve may be a little bit more than other engines but give it time and it will become second nature just like every other engine. I have seen Unity Studio convert to Unreal Engine because of it so is not a bad engine to start with.
I've tried out Godot but it has a long way to go to catch up with Unity as far as 3D game development is concerned. Unity along with its Assets available on the Unity Assets store is light years ahead of Godot. If creating VR experiences, Godot stands nowhere near Unity nor does the Unreal Engine.
Unreal is just light years ahead of the second place that is Unity.
Godot is not a good 3D engine, but it's the best toy around.
Didn't Unity just recently change their policies, that would not make it financially interesting anymore when you want to commercialize your game?
I started in Godot. It was not so daunting to get into, but rather quickly ran into its limitations. After a while, I switched to Unreal Engine, and as I just started out with game-development, tackled UE5+.
I don't know if the Asset Store is a real 'selling point' for Unity, as Unreal also has something like that. And both Unity and Unreal have lots of tutorials to find. I do have to admit, for racing games, there seem to be more tutorials for Unity than for Unreal. For Unreal, it's mostly people showing of, but not telling how they did it. I can't seem to find more advanced stuff like how to get controlled drifting mechanics.
Why I also chose Unreal. Since I'm more a graphics designer than a programmer, Unreal has the right tools for me, out of the box. And Blueprints are just nice to use, easy to visualize and to set up.
Unity rolled back on those changes, personally i use unity bc godot is too limiting and unreal is too powerful for my pc
I mean i can see unity being great for 2d games, i prefer just pygame for 2d games however since im proficent in the language and c# doesnt seem an exciting enough language to learn, for 3D games hoever you cant deny that unreal engine is the king both performance-wise, looks-wise, and feature-wise, but overall great points on unity
Unity because I can *finish games* with it, and can be fairly confident that I'll be able to publish them on anything from a smart toaster to a Playstation 10.
Unreal has pro console support, but poor Editor tinkering & modularity, so you can't really make it do things the way *you* want, versus the way *it* wants. Also sucks for folks who think in code, versus visually.
Godot lacks all-around, with limited 3d features & platforms, and no promises to continue that support. (We'll have to see how the new for-profit console support arm does.)
Godot isn't limited on platforms any more than Unity is. It's the platforms which restrict FOSS from supporting it, but they also do this for Unity. Good luck getting a Unity game published on Playstation without being part of Sony's club or finding a publisher who is.
But as you said - with the private publisher arm (run by the public core developers) facilitating console support, there is now platform support by the official developers of Godot without violating their FOSS standards.
Also since Godot is FOSS so you can always build platform support. You cannot do this with Unity since it is closed (although that isnt an issue bc Unity's biggest thing is supporting every platform imaginable on day -100.)
@@nowayjosedaniel I'm not sure where your argument lies 😅 Yes, to publish on a platform you need the developer SDK, and be subject to that platform's terms - it's literally true for all platforms, even Android (one-time $25 fee, and "congrats, you're a dev, Harry!") and I think itch is the same, maybe free/cheaper.
As for platform-support, I'll admit, I don't understand why being open-source didn't allow Godot to just provide proprietary/closed-source plugins for platform support without a whole separate legal/economic entity.
But that wasn't exactly my point - it's that Unity does in fact have that commitment to support All.The.Platforms, and the business relationships & development resources to see that to fruition. Unreal too. Maybe in future, Godot will get there, but today, it's not.
which game is that at 1:16 unreal are always advertising
It's not an actual game, but rather a tech demo they created to showcase the capabilities of UE5. You can find it by looking at the original reveal video for UE5.
Construct is my favorite for 2d.
wonder why no one it talking about Flxx which is basically a Unity clone. Unreal with C++ is not even something to consider for me
I really don't recall Sony releasing any MMOs
After years of collecting free Epic assets each month. I have enough to make a game just from those.
Which nobody willing to play? Asset flip is no estate.
That is cool, I have done the same and seen people who have done also. You can make a pretty good game if the asset is integrated correctly and not just slapped in place. Plus you can have them as place holder which then the artist can see what you were going for and create something more customized to your liking. ;) If the game play is good people will pay for it.
@@ITAngel thing is in that time I learnt to make assets. Rigging animation, texturing.
@@sqwert654 nice what are you using to make your assets and rigging animation and is that for Unreal?
Didnt age well huh?
Unreal c++ is garbage collected you dont use the new keyword to allocate memory. The engine does that for you
i think you can make mazing fps with unity too, the thing is, no one wants to do it... well, there is scape from tarkov, but is not amazing realistic graphics, now, un unreal, of course is easierto make fps games with AAA graphics
I'm a complete beginner and I wrote just a few lines of code (I just started studying c++ in school), what game engine would you recommend me for a low poly movement fps?
start with SFML. then go deep with SDL and then choose game engine.
Mentioned Godot... Once?
you can change title from this to : UNITY UNITY UNITY ... now i know about the other two engine
I have purchased your master architecture course & completed it BUT haven't received certification. Pinged you over discord & mails multiple times but still no response. Will you provide certification or not?
It should be showing up automatically now. I'll take a look this afternoon though, the certificate system seems to break sometimes when the auto updates happen. Looking at moving the entire site to something a little more stable this weekend
@@Unity3dCollege still not showing any completion certificates. Can you send it directly over my mail?
Godot okay for 2D-- but, holy hell, avoid it like the plague for 3D, the 3D renderer is a joke-- also Godot hates importing large assets, especially PBR hidef texture sets. Unreal is super easy to use though-- and has wayyyyy more art tools than Unity does. Most of the things you need to buy plugins for in Unity, Unreal has a default plugin. Unreal is real easy for any 3D game type though.
The 3d renderer from Godot seems fine to me. Not as good as Unity URP, but pretty close. What's the problem with it?
Did you try using Godot 3 or Godot 4 because Godot 4 has had big improvements to 3D and 2D
@@kccs5263 Godot 4
Godot 3 has been replaced with Godot 4.
@@kccs5263 Yes, and it's really not even close to ready for production-- it's barely even stable.
Godot sucks for 2D. All the development focus lately has been on 3D and they don't really actually make Godot 2d improvements. The whole slide along walls and pixel perfect is nearly impossible. The c# documentation is poor.
I can confidently and apologetically inform you that this is simply user error on your end.
Your complaint about Pixel Perfect rendering, for example, makes no sense. Pixel Perfect is the default requirement for the 2D renderer. You have to use additional features to achieve subpixel rendering... Pixel Perfect 2D was one of Godot 3's most common praises over Unity.
Your comment is also objectively wrong. Godot 4 brought many huge 2D updates. Godot is also rightfully considered one of, if not the, best 2D game engines. It's almost universally praised as being vastly superior to Unity for 2D.
@@nowayjosedaniel Thank you for the response. Don't get me wrong. I so wanted to love Godot. There are some nice things about Godot, fast loading, fast compile, UI control, code organization. But collision detection doesn't work well (over lapping sprites at relatively low speeds). Last I checked there was only couple of 2D games released with Godot for a reason. In Unity you can make any game--ANY GAME-- you want and port it. Godot you can't. I feel like Godot is bit lost. Instead of focusing on something that can make Celeste type easily the development is going 3D. There is a huge niche for 2D development that Godot does not fill. Yet? 1) Make basic things simple. I think of Flashpunk of old. Even GameMaker has some good features to be copies. 2) Make very exacting controls accessible (So that Developers that made Celeste or Spelunky would use the engine to save time and improve performance). 3) GD script is also bit of a strange thing for me. Why would a developer use something so proprietary and gets rough for large projects? Integrate with C# already.
@@darrinadams8639 Wtf are you even talking about? Godot is fully integrated with C# since 3.0.
Everything you said makes no semse bc it's outrught wrong, backwards, or incoherent.
You clearly have no idea about either engine. How much have you used either? A few days with both? Seems like it.
"Last I checked there was only couple of 2D games released with Godot for a reason. "
This is not only objectively false, but also a really dumb argument. What reasons do you even think cause no 2D games to get released? Because you had some issues with physics in Godot 3.0?
Like I said, your entire post just sounds like user error or honestly that you haven't even used the engines you're talking about.
@@nowayjosedaniel Can't really discuss anything with a fanboy. I do think the Godot community is amazing with exceptions like yourself. Godot has problems, every engine does. The fact you can't even list any is a sign you just want to share your emotions.
uNitY vs UnREal vs Godot
Unity is like legos
Unreal is like bionicals
Legos are cool. But we all know bionicals are cooler, just harder to build with.