• tabular@lemmy.world
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    4 months ago

    Godot is yours to control. You, and others, can change the engine and share those changes.

    Someone else controls what your copy of Unity does, and they want to get paid. They can alter the deal at any time. Spend year(s) investing while praying they do not alter the deal any further.

    There are other considerations one can discuss (what do you want to make, user prior coding experince, what jobs want these days) but if you value your software freedom it’s an easy question answered by looking at the software license. MIT > Proprietary.

  • Mihies@programming.dev
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    4 months ago

    Unity has certainly more love from industry, probably more features. Said that, I’d go with godot, because Unity is privately owned and full of crap behaviors. Also there is an interesting advantage godot has - you are free to write .NET 10.0 code, it works. As opposed to Unity which still uses some ancient Mono runtime (somebody correct me if I’m wrong).

  • thericofactor@sh.itjust.works
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    4 months ago

    Would it be possible in Godot to create a multiplayer strategy game on iOS and Android? Anyone have resources to sync game states over the internet?

  • alphabethunter@lemmy.world
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    4 months ago

    It’s my anecdotal evidence, but Unity games run like shit. Whenever I hop in an Indie game where they used Unity, performance makes no sense. An example of this is the og Hollow Knight, which needs way more resources than it seems it would. Now that Godot games are becoming more widespread, I have never felt that a game made in Godot was “heavier than I expected it’d be”, often the opposite. Maybe it’s just that most developers using Unity don’t know how to optimize in that engine… But it’s weird. UE5 I can usually at least see where the performance bloat is coming from, but Unity just makes no sense.