One of the most common questions I encounter is why I choose not to use Unity. If you’ve seen any of my previous content, you’ll know that I’m a strong advocate for Godot, utilizing it for both 2D and 3D game development. Before discovering Godot, I experimented with various major game engines such as Unreal, Unity, GameMaker, and Construct, gaining a comprehensive understanding of their functionalities and my personal preferences.
It’s important to note that the following insights are based on my personal experiences, and opinions may vary. Ultimately, a game engine is merely a tool. With that clarification, let’s delve into the comparison.
Both Godot and Unity present significant learning curves. Initially, I found Godot’s node-based system quite perplexing. In Godot, everything is a node—your room, your player, and all components within the player. This can be particularly daunting for newcomers to game development.
Unity also posed challenges for me, especially with its scripting approach via Visual Studio, which differs from other engines that typically allow scripting directly within the engine. In this category, it’s a tie; both engines require a substantial learning effort initially.
When developing a game, it’s crucial to select an engine that supports your target platforms, whether they are consoles, mobile devices, or computers. Unity excels in this regard, offering extensive compatibility across numerous devices, making it ideal for developers focused on broad platform distribution. While Godot also supports multiple platforms, its reach is not as extensive, particularly concerning consoles. For those targeting Windows, Mac, or Linux, Godot is a solid choice, but Unity takes the lead in this category.
For beginners in game development, the cost of software can be a significant consideration. Some engines, like GameMaker and Construct, require yearly subscriptions or costly licenses. Unity offers a free standard edition, with fees applicable only if your game generates over $100,000 in revenue. In contrast, Godot is entirely free and open source, eliminating any licensing concerns. Thus, Godot wins in terms of pricing.
This is an area where Godot falls slightly behind. Although it is well-documented and supported by excellent tutorial creators like Parkbeast and GDQuest, the volume of learning materials doesn’t match Unity’s extensive resources. Unity’s vast array of tutorials makes it easier to find guidance for specific game types. While Godot does offer resources, users may need to consult the manual more frequently, as explanations can be less comprehensive. Consequently, Unity prevails in this category.
While related to learning resources, this category focuses on the development support of the engine itself. Godot stands out here due to its open-source nature, funded primarily by donations and Patreon supporters. This model allows users to directly influence the engine’s features and improvements. For instance, user feedback led to enhancements in Godot’s tileset system. Such responsiveness is less common in engines like Unity or Unreal, which often prioritize their own agendas.
One additional point about Unity is that, despite being a powerful tool, it can become bloated and occasionally problematic. I’ve encountered errors when opening projects, and some have even become corrupted. While this may be a personal experience, I’ve found that my Unity files sometimes lack stability.
There are other aspects worth discussing, such as the programming languages used by both engines or their graphical support for 2D and 3D. Both engines are excellent, and the choice ultimately depends on personal preference. Whether you prefer C# with Unity or GDScript with Godot, the key is to use the engine that aligns with your comfort level.
Lastly, I want to express my gratitude to my Patreon supporters. Your contributions enable me to produce content more frequently, and I sincerely appreciate it. If you have any thoughts on your preferred game engine, whether it’s Scratch, Godot, or Unreal, please share them. I enjoy reading your insights and learning from them.
Thank you for engaging with this content! If you’d like to support the channel, consider subscribing and activating notifications. I enjoy creating these videos, so let me know if you’d like to see more. Have a wonderful week, and I’ll see you next time for another development adventure.
Engage with Godot’s node-based system by creating a simple project. Experiment with different node types and understand how they interact. This hands-on activity will help you grasp the foundational concept of Godot’s architecture.
Research and compare the platform compatibility of Godot and Unity. Create a presentation or report highlighting the strengths and limitations of each engine in terms of platform support. This will enhance your understanding of strategic engine selection based on target platforms.
Conduct a cost-benefit analysis of using Godot versus Unity for a hypothetical game project. Consider factors such as licensing costs, potential revenue, and long-term financial implications. Present your findings to your peers to facilitate a discussion on economic considerations in game development.
Search for and compile a list of learning resources for both Godot and Unity. Categorize them by type (e.g., tutorials, documentation, forums) and evaluate their quality and comprehensiveness. Share your resource list with classmates to create a collaborative learning environment.
Participate in a workshop focused on contributing to open-source projects like Godot. Learn how to navigate GitHub, submit pull requests, and engage with the community. This activity will provide insight into the collaborative nature of open-source development and its impact on software evolution.
Here’s a sanitized version of the YouTube transcript:
—
One of the most frequently asked questions I receive is why I don’t use Unity. If you’ve watched any of my videos before, you would know that I’m a pretty big fan of Godot. I use it not only for 2D but also for 3D. Before I found Godot, I used all of the major game engines like Unreal, Unity, GameMaker, and even Construct, so I have a good understanding of how they all work and which ones I prefer.
Now, before we get started, please realize that this is my personal opinion, and you may disagree. In the end, a game engine is just a tool and nothing more. With that out of the way, let’s get started.
The first area I’d like to discuss is ease of use. In my opinion, both Godot and Unity have steep learning curves. I remember the first time I used Godot; I found it quite confusing. Godot has a node-based system where a scene or an object can be a node. Your room is a node, your player is a node, and everything in the player is a node. It can be very confusing, especially for those just starting in game development.
Unity also presented a learning curve for me. The way scripts work through Visual Studio is a bit different from what I’ve seen in most game engines, which typically allow you to script directly within the engine. For this category, I would say it’s a tie; both engines are equally challenging to get into at first.
The second category is compatibility. When working on a game project, it’s essential to use an engine that supports the platforms you want to publish on, whether that be consoles, mobile devices, or computers. Unity definitely excels in this area. It can be ported to virtually any device, making it a top choice for those who are particular about where they want to export their games. Godot can also export to many platforms, but not as many, especially regarding consoles. If you’re primarily concerned with exporting to Windows, Mac, or Linux, then Godot is a great option, but Unity wins this category.
The third category is price and licensing. If you’re just starting with a game engine or game development in general, you might find that some software can be quite costly. Engines like GameMaker and Construct have yearly subscriptions or expensive licenses. Unity is free to use, with a standard edition that allows you to do quite a bit unless your game makes over $100,000, at which point they require a subscription. Godot, on the other hand, is completely free and open source, meaning you don’t have to worry about licensing fees. Therefore, Godot wins the price category.
The fourth category is learning resources. This is where Godot starts to fall a bit short. While the engine is well-documented and there are great channels like Parkbeast and GDQuest creating fantastic tutorials, there simply isn’t the same volume of support and learning materials as there is for Unity. Unity has an overwhelming number of tutorials available, making it easier to find resources for specific types of games. Godot does have resources, but you may need to dig into the manual more often, and things aren’t always fully explained. This is why Unity wins this category.
The fifth category is quality of support. This is somewhat related to learning resources but focuses more on the development support of the engine itself. Godot takes the win here because it is open source and primarily funded by donations or Patreon supporters. This means that users can directly influence the features and improvements of the engine. For example, Godot’s tileset system has received feedback from users, and they recently hired someone to work on improving it. You don’t see that level of responsiveness in other engines like Unity or Unreal, which often focus more on their own agenda.
One last thing I would like to mention about Unity is that, while it is a fantastic piece of software, it can become bloated and may have issues. I’ve experienced errors just opening projects, and some projects have even become corrupted. This may be due to my personal experience, but I find that my files in Unity often don’t stay intact.
There are other aspects I could discuss, such as the programming languages used by both engines or their graphical support for 2D and 3D. Both engines are excellent, and it ultimately comes down to personal preference. If you prefer using C# with Unity over GDScript with Godot, that’s perfectly fine. Use the engine that you feel most comfortable with.
I also want to give a shoutout to my Patreon supporters; your support helps me create videos more frequently, and I truly appreciate it. If you have any thoughts on your preferred game engine, whether it’s Scratch, Godot, or Unreal, please leave a comment below. I love reading your insights and learn from them all the time.
Thank you for watching this video! If you’d like to support the channel, make sure to subscribe and hit the notification bell. I enjoy making these types of videos, so let me know if you’d like to see more. I hope you have a wonderful week, and I’ll see you next time for another devlog adventure.
[Music]
—
This version removes any informal language, personal anecdotes, and potential biases while maintaining the core content and structure of the original transcript.
Game Development – The process of designing, creating, and releasing a game, which involves concept generation, design, build, test, and release. – The team spent months in game development to ensure the final product was both engaging and bug-free.
Engine – A software framework used to build and develop video games, providing the necessary tools and features for game creation. – The developers chose Unity as their engine due to its robust features and cross-platform capabilities.
Compatibility – The ability of a system or software to work with other systems or software without conflict. – Ensuring compatibility with various operating systems is crucial for the success of any software application.
Resources – Assets such as memory, processing power, and storage that are available for use by software applications. – Efficient management of resources is essential to prevent software from crashing or slowing down.
Support – Assistance provided to users or developers to help them solve technical issues or improve their understanding of a system. – The software company offers 24/7 support to address any technical difficulties their clients may encounter.
Programming – The process of writing, testing, and maintaining the code that makes up a computer program. – She spent the weekend programming a new feature for the application to enhance user experience.
Scripting – Writing small programs or scripts to automate tasks or enhance the functionality of existing software. – The IT department uses scripting to automate routine maintenance tasks on the servers.
Open Source – Software for which the original source code is made freely available and may be redistributed and modified. – Many developers prefer open source projects because they allow for community collaboration and transparency.
Learning – The process of acquiring knowledge or skills through study, experience, or teaching, especially in the context of technology and coding. – Continuous learning is vital in the tech industry to keep up with rapidly evolving technologies.
Price – The cost required to purchase or use a software product or service. – The price of the new software suite was justified by its advanced features and comprehensive support package.