Unity dev Reacts to Godot. Am I Switching?

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so will i switch from unity to godot i've been a unity developer for 6 years or more even i've also tried unreal in creating projects and it seems now that the universe is trying to tell me something it tries to tell me to try godot as well and of course this is actually based on the fact that people got into my channel especially in a particular video by searching godot but fun fact that video didn't have anything but one word regarding godot if you are interested in that video it should pop up right now so as unity developer let's see my first reactions and impressions to the godot engine i'm adrienne and welcome to redefine game dev let's get started i'm gonna integrate a couple of things that i found interesting or different from godot if you have feedback i would love to hear it in the comments down below the first thing that caught my attention was the fact that god has a 2d rendering engine and a 3d rendering separated one for another basically in unity what you have is a 3d engine that actually cuts off an axis and it's made for 2d now but in godot you actually have two different rendering engines and we have two different workflows capable of 2d and also 3d so this is one important difference because the tools are much more specialized in their particular field another thing that i found interesting regarding godot is the fact that everything is a scene what does that mean well in unity we are familiar with scenes prefabs and game objects it's simple it's clear it's understandable but what if i told you the main scene is a scene well it's logical but then the player prefab well that's a scene as well and also the enemy that's a scene as well so it's interesting that you can actually put scenes into the scenes so technically you can put the main level into the player scene and enemy in the player and also in the scene it can get a little inception have a scene in a scene in a scene but it's quite flexible in that regard it offers the same concept but used in different ways this also comes to a different advantage that you probably don't see at the beginning is the fact that you can test every scene in isolation that means that if you have a player you can test the movement or other functionalities without even creating a test scene like you would in unit one thing that i really liked about godot are the signals so signals are like events but in unity you have c-sharp events you have unity events and you can implement your own and it's getting a mess and you don't know what exactly is happening and whatever system is used where in godot you have signals which do the same thing basically they implement the observer pattern so that means that an object can signal to another object that if the state was changed in some way so this comes for example for collision where the object dies or if the object does a particular action that another one needs to be aware of so this comes quite in handy and it's built in and this functionality is really easy to use because they streamlined it in a way that it makes it integrated with the editor timers are you struggling with implementing weapon cooldown enemy spawning at intervals or any other interval related thing well godo has you covered they have out of the box timers which do all of this stuff so in unity you would manually have to implement this stuff yourself so that means more work when i discover timers i just use them for everything and they just work for cooldowns no problem enemy spawning no problem for game events no problem they just work one thing that was very different from unity is the fact that each node has only one script so we are used to having multiple scripts per object that makes sense right you have a movement script you have animation script you have a dev script and so on and so forth but i think though you have only one script per file so how does that work well it's simple because they structure the engine a little differently than unity and instead of having a component based system they have a hierarchy based system so basically if you want a rigid body you don't attach a rigid body to another to another object that doesn't have a rigid body you create an object that has the inherited rigid body from the object type so that's the main difference from godot of course you need other functionalities such as movement health and interacting with other stuff so for this you can just create child objects that have different script and of course use signals that i mentioned before so it's quite convenient but it's a little hard to wrap your head around if you are used to unity regarding the inspector i think it's a little tricky to use at first it looks very similar to unity's inspector but in fact it does need a little effort to understand because of a lot of stuff that you need to know and it's a little hard to customize some things but once you get used to it then it's no problem there is so much stuff that i also like to mention like grid maps which are tile maps but for 3d space paths which are bezier curves that you can move stuff around unit also has something like this for a cinemachine the paths work for 2d and 3d and you can put any kind of object onto it and probably a lot of other things that i haven't discovered yet so if you have something interesting please do tell me i'm curious to see if you have tried this engine if you have created any projects with it so would i switch from unity to godot well that's a question for another video if you're interested in that subscribe to the channel and wait for the update see you in the next one
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Channel: Redefine Gamedev
Views: 9,520
Rating: undefined out of 5
Keywords: redefine gamedev, gamedev, unity, godot, which engine to use, godot reactions, unity developer, which engine should i use, godot engine, godot vs unity, game development
Id: pYu0qrM6YJc
Channel Id: undefined
Length: 5min 25sec (325 seconds)
Published: Mon Mar 22 2021
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