This might be a little basic, but the only tip I wish I knew with Godot when I got started is be cautious when copy-pasting nodes from one scene to another. If any node contains a resource (e.g. copying a collision shape that has it's shape defined as a resource) that resource is shared across the two nodes when you copypasta, meaning if you make a change to one node it will also change the other one unless you make the resource unique first before making any changes. Caused me some grief when I made some changes in one scene and then later found out those changes were unintendedly applied to the node I copied from the previous scene and took me a bit to figure out why. Always make sure to make resources unique when you need to if you are copy-pasting things around.
Yes! This is a very good thing to remember. Shared resources are unfortunately: shared. I found this very annoying when I first started building levels in Godot (because of the collision shape thing you mentioned), but for things like text styling in UI it can actually be a strength.
I believe one could adress that with a plugin. This plugin should detect if there are resources in that node tree and maybe disconnect them or allow you to copy them as unique resources.
From my perspective, the best thing about Godot is how beginner friendly it is. After the Flash era, I struggled to find the motivation to learn a new engine, but Godot reignited my passion for game development!
Also! Since it's lightweight you don't have to wait as long for things to load, compile, or build. This means that it's less of a slog to test/debug and you can keep making progress (Which helps keep me from burning out at least).
I dont know who needs to hear this but right click a node and press make node name unique. You can then reference any node or script with %MyNodeName (I literally quit godot the first time over not knowing how to do this)
@Oru328 Depending on how you want to use the node, you can also set it as an autoload (either script or scene) and then reference it's class name from any other script.
@@weekie yeah that's the ideal pattern for singletons. I like using that for classes keeping things like scores or other scene-spanning logic. I also love having a switchboard singleton that has signals everything can see or subscribe to, to use for far off communication. E.g. there's an "enemy_destroyed" signal that any enemy emits upon death and then I can subscribe whatever I want to it (score increase, spawning more enemies, achievements), and if nothing at all is there (like if I'm testing the object in an individual scene) it all just works without any annoying "could not find this node" errors.
Best thing about Godot is that it's so easy to run even on potato(ish) pc/laptop and therefore is more accessable to more people than any other major game engine. anddd I feel like there is gonna be snowball effect ( we may see full effect after few years ) with so much recognition and bulletproof licence that literally prevents from any change of heart when it comes to pricing. It's always gonna be free. There were thousandss of contributors and all of them would have to agree without exception to licence change in order to change it to pay to win. Also if that would happen last free version would be legally free to fork and continue work sooo yeaaa. Godot is what internet was born to be: completely free and community driven. These are great times for indie developers!! It's like Blender but for coding and making games.
Glad to join y’all!! So far it has been going smoothly. I probably won’t post an devlog on it specifically until it is about at the some spot as it is in Unity
The DevLogLogan multiplayer from scratch video was my godot nexus event. Everything he goes over so quickly was just so well done, I'm glad you also got value from it.
Welcome to the community :D I always love to see people try new engines without being super pig-headed. I've seen a few people that seem to have the mindset that "if its not done the same as then its horrible, bad, and confusing. Personally, everyone has always said how Unity was super user friendly but I never enjoyed my time in it whereas Godot everything clicked and i have so much fun using it. That plus some of the things you mentioned like it being lightweight, much faster start up time for opening projects, less code to need to write but can still access deeper things like the navigation server and physics server if you need to made switching a no brainer for me years ago. I've also heard the argument of godot having no jobs so theres no point learning it outside of hobby. To which i say many solo devs use, a few schools switched from teaching unity to teaching godot, godot is listed as accepted experience, and theres small indie companies that have been switching. Godot jobs just seem like a matter of time.
I benefit from using Unity since I was in middle school. I don't really remember how I learned it (but it did take awhle). I sort of just stuck with it blindly. Like you said, even things like faster project-opening-times lower motivational barriers for me (I find it hard to stay motivated when there's frequent pauses to open assets, scripts, compile code, or build the game). I burn out when the time/effort I put in does not match the results I feel I should have. Godot being lightweight allows me to translate ideas from my head to implementation quicker, or debug faster. That all adds up over time. The quicker progress is made, the quicker it feels like it can be made, and the easier it is for me to keep working on the project. On the job thing: Eh? They're right (at least for now). It doesn't hurt to learn Godot in any way. You'll learn game development concepts, and honestly it's better to learn those concepts than it is to learn one engine really well. Also I have actually seen some listings for Godot programmer jobs. Not many, but a few. They pop up more with indie devs/small teams (I've only seen listings on WorkWithIndies). Also you really cannot win the engine debate. I've gotten shit in interviews for most of my work being in Unity. I just use what I feel comfortable with and what will allow me to do what I want to do most efficiently. Thanks for the comment and I'm glad to join the community!
Glad you're excited! I look forward to seeing future Godot content! I am pretty new to Godot as well (a few months) and I am not a terrible experienced developer, but it's my dream to make games, so grind away I will!
I am a beginner game dev. I messed around with Unity for a little bit, never made anything of real substance... Lately I've been really thinking of moving to Godot and I think this video is the final push I needed to take the jump. I am most familiar with JavaScript and Python so it seems a little more welcoming. In addition, I go to a monthly game dev meetup and most people there use Godot.
Let's goo!!! The Godot community is growing crazy fast right now. As far as I can tell from the comments they're very happy anytime anyone decides to pick it up. Best of luck! I wanna see what you make!
The MultiplayerSpawner/Synchronizer is wonderful. And if that doesn't work for a specific use-case, then RPC is still there. I've only been using Godot for less than a year, but I think I made the right choice for the kind of games I'm making. Regarding the server-authority, it's pretty easy to control which client controls a specific node by changing the multiplayer authority and then checking that. For example, a competitive shooter could make the server the authority for spawning projectiles and determining bullet collisions on players. And you can swap it at runtime for things like vehicle controllers where you want the player that enters the vehicle to control the node.
I tried Godot since the 3.0 release in 2018. I thought it was really nice to use but i never actually finished any projects with it. (Or with any other engine until this year lol). Now I've made a couple of small finished projects with the engine and I think this is gonna be my main engine for everything that isn't super 3D intensive where Unreal shines. I love how lightweight and easy to use this engine is and even if it's lacking features, there's already free plugins for almost anything.
Yes! Ultimately Godot is just another tool. If it's not right for the job don't use it. Unreal (and Unity) exists for a reason. Godot is everything I need and nothing I don't. I'm never going to make Call of Duty, but that's not the engine's fault, I'd be insane to try and do that myself
yeah Godot isn't gonna be Unreal level of polish and graphical level when it comes to 3D , but its definitely getting some major improvements in 3D Regard as well , watch StayAtHomeDev channel and all the Godot projects he shows. its insane.
godot has got a bunch of new engineers that love 3D, many people are joining the project. take a look at the PR’s on the project. future is looking bright
@@yapp2yapp2 Most PRs seem to be bugfixes and small improvements, which isn't a bad thing since it irons out pain points in the engine, but there's not much in the way of new flagship 3D features as of right now
A good example of Godot being pushed further with a 3D project is Road To Vostok. Take a look if you haven't already. Godot 4 is incredible in 3D now too, with some tweaking, post processing, and shaders you can really make it look incredible and performant too.
My tips for getting started with Godot: - Stick with the official Documentation - Read the Style Guide for GDScript and follow it, stick with its conventions - from folder_and/scene_names.tscn to CodeOrder. - Use var static_typing: String = "ALWAYS" And so on.
Yeah early to the godot train as well. It's got a huge hobbyiest community around it - people who do games as a side hustle / side project rather than a full time living. It's pretty cool to see.
@@iamcmadness Lots of people will tell you "yes" or you should switch from one engine to another. The reality is.....use the engine/system you feel most at ease with. I like Godot, other people like Godot, maybe you'll like Godot, too. But I wouldn't recommend jumping from engine to engine because it's popular!
@@iamcmadness do it! switch! And UE has been pissing a lot of people off lately, so maybe some may need a place to run away from the DEI rubbish. Mandatory code requirements, forcing me to name my variables some retarded naming convention has lost all my respect for UE. Its a great engine, but I cant stomach being forced to do unnecessary crap.
I was one of the folks who switched to godot after the fee drama, and what I can say is that godot is just a bit less complex than unity, but what it does, it does better, it's like the foundation is much better. Say, you wanna set up a character controller in unity - the simple way to go is a rigidbody and adding forces to it, which is why there's so many games with floaty controls made in unity. But if you need something more precise and responsive, you basically have to write your own collide and slide implementation. In godot, you just have a characterbody that does it all for you. Or let's say you want to code a jump - in unity you have to do something (don't remember what exactly) to detect if the play is on the floor, and only jump if so, but in godot there is just a characterbody's method is_on_floor() that returns true if you're on floor. And it's things like that for me, +the way godot lets you organize your projects using a mix of composition and inheritance (not even gonna lie, I wasn't using unity long enough to understand how that kinda thing works there, but I remember being just blown away by the scaleability in godot when I just moved)
Simple jump scrip in Unity: On update raycast check if on ground and if space button is smashed then apply upwards force to rigid body. The ground detection is one line of code. Floaty controls fix: change gravity and drag. Unity has a very annoying built in friction for some reason, but it works most of the time.
Unity has a built-in Character controller which has a grounded check and can handle stairs? Unity also handles composition and inheritance flawlessly This video + comment is just inexperienced devs talking
@@Cooo_oooper Unity uses a false ECS, so it doesn't support inheritance in a structural sense at all. (any inheritance it does "have" is in C#, and inheritance of scripts is not engine inheritance) Game objects and prefabs can't inherit in Unity, Godot's scenes can inherit. (and dear Lord is it the much superior workflow) Also I say Godot is generally better and I have over a decade of software engineering experience, I read the C++ proposal papers for fun.
The one thing that I will always love about Godot is that you don't have to do black magic and rocket science to map player inputs. Unreal and Unity have the most convoluted solutions to handle input mapping, and I can say the same for a lot of other features, too. Godots' foundation is so much more stable and streamlined, and you won't go mad doing something that should only take a minute or two.
This was really helpful. I'm working on a small arena shooter project and I'm kinda procrastinating the lobby part because I lack networking experience. Thanks, man!
I've been a fan of Godot since about 2017 and it's crazy to see how far it's come since then. I love that it's still gaining popularity too, it's such a fantastic engine.
I'm glad that for the current project I've been working on, I wrote most the game logic in a separate c# project, so I could easily port it to godot from unity within a week
I always enjoy seeing FOSS software becoming more commonly used. It's kinda rare when it comes to creative software. I believe Godot is now fulfililng the same niche that game maker studio 1 did. And given that it's open source, we can be safe and secured it won't suffer the same fate as game maker.
I find it very reassuring that there's nothing the foundation can do that can take the engine, our ability to use it, or our abilities to make money off of what we've made in it away for us. They're just in it for the love of the game
Bevy is also really nice! I tried it a few months ago (before 0.14 release) and it was nice. My biggest hurdle was that there was a trifecta of learning curves for me. - The new engine - I didn't know rust at the time - Using an ECS design pattern (Not like unity's) Which made it hard to debug, but once things were working it was very rewarding.
I made server authoritative netcode in Unity a few years ago built on top of UNet. After seeing this, I'm debating starting something like that up for Godot eventually. If it's good, I may even release it. For a small fee, of course.
I think my tip would be, if you want to rename, move, or delete some files, always do it within the editor since Godot will automatically refactor everything for you. If you do it externally, it may lead to a bunch of problems
I love Godot. I"ve been using both Unity and Undreal, and each has its uses, but for me the logical decision was to go with Godot. I wanted a powerful tool thhat is light weight and can run on my 7.5 yo gtx 970 machine that always runs out of storage space, somehow. I wanted to be able to make my small games without also having to pay a fee for it.
Exactly! I have an OK computer now, so I've tried all of the big engines. I also prefer the "turn what you want on" design pattern. I don't aim to make anything super visually complex, so I don't really mesh with Unreal's "Everything is on by default" design. That might also contributes to it be harder to run too.
@@weekie I agree. Godot provides me with more than enough tools for my current needs, and tbf is more than enough for most projects as well. I made some 3d shders with it tat look really good and it's not someting I expected the engine to be able to do, but it does! it also makes so many things much simpler which I really appreciate.
I'm not gonna take credit for it. I'm not gonna take credit for it. I'm not gonna take credit for it. I'm not gonna take credit for it. I'm not gonna take credit for it. ...
I also came from unity as well, I gotta say the C# support for Godot is leagues ahead of unity. Other than the fact that you cant really export non-godot classes. The fact that you can just use new Resource() with no issues whatsoever makes that point moot. You can export a property that isnt just "int Value { get; set; }" you can have those getters and setters actually do something and the engine will not only accept it but it contraints the variable in editor to however you programmed it
^_^ I think we would all love if you would make some tutorial or walkthru videos on the various gamedev topics you learn as you progress with Godot 4.3 ^_^
I use to be a GameMaker/Unity and MANY other engines and Libs... and Godot is just so fun to use, it's awesome and oddly FREE!!! It runs fast, it's quick to download. While you're in Unreal compiling your game you could make a game in godot!
Tip! You can use Resource files to store data like you'd do with json or something, but they can also implement their own functions. So if i implement a Weapon extends Resource that has a damage die and a damage bonus, i can also implement rollDamage() which returns a dice roll + bonus. Then i make a bunch of Weapons in a resources folder.
@@weekie Just be careful not to trust random Resource files, (as in those outside the pck file) since they can execute functions, that also means they can be used to perform remote code execution.
Yeah!! All of the issues people seem to have can be pretty easily fixed with an add-on (like jolt physics being a drop-in replacement for the default physics) It might not be as feature rich as Unity or unreal but it doesn’t need to be (since it is ultimately just a game engine).
@@weekie Not to mention in majority of cases those features it doesn't have aren't all that hard to add, and now with 4.3 it has support for every render API that exists, OpenGL 3 (ES), Vulkan, Metal, and DirectX, and GDExtensions can extend the engine much further for things normal addons can't do.
client authoritative is rough in some ways, but realistically I think godot is best suited for small projects anyway. And speaking from experience, trying to do client-server with a small team is probably going to cost you more money than it will be worth.
Tip: The AnimationPlayer is very powerful, not for animations, ut because you can use it to run functions. So it's very useful if you need to have a specific sequence and timing of behaviours.
Man this is pretty sick and entertaining. I wish the best for all your projects and exit Unity strat. I also am trying to learn Godot from my previous game experiences. (I tried Unity, Game Maker, Visual Studio C++)
After hundreds of Godot videos, this was the one that truly made me think about switching. The fact that doing multiplayer was that easy definetly shook me
It was honestly a shock to me when I did it lol. Maybe that's a perk of Godot being "just" a game engine. Unreal and Unity are game engines which you can use for so much more (animation, archvis, rendering, etc) so they have to manage all of those uses. Godot might be simpler but at its core it's games first.
Not counting more advanced things like making a dedicated server, lobbies and all of that, just showing people basic multiplayer with one person connecting to another person via IP. While explaining as I went, and you are familiar enough, could get basic multiplayer running in around 20-30 minutes. If you just need something simple to get going, its awesome being able to, as the video said, "just add multiplayer" lol
Ive been ignoring godot tutorials for the same reason. I think the 'can i do this specifically in less time than i did with x-tool experience' is very convincing.
1:45 Most useful thing I've learned in Godot is that, from a script on one scene I can refer to a child node in another scene using it's global path like get_node("/root/node/node/node") "/root" is the important part. Then it's just the node names of the project. 😈😂
Have you seen what incredible progress the creator of Road to Vostok made on Godot, it is breathtaking to say the least. Completely uproots the limited approuch most Godot users has been taking, at least in my individual opinion. More realistic stuff should be attempted with the software.
Honestly Vostok was a turning point in what I saw in Godot as an Engine. Without being told, you'd never know it was made it Godot. There was a short section I cut from the video about Vostok, and how Godot really should be a contender in the "big engines race" but it felt a little too "*You* should use godot" for the video as a whole. I still think that you should decide on an engine based on what you want to do with it, and what serves the project best, but Godot is by no means "a toy engine" and absolutely should be considered for large projects (I just don't have too much experience working on those).
@@weekie , every field require pioneers, those who test the boundaries, for Godot, that was the lead dev of RtV. No tool is perfect and no tool is beyond improvement, but it depends on what problems you are willing to endure. The great thing about opensource, is that there is more insurance that you as a customer will not be taken blatant advantage of, wish is a growing habit amongst licensed software as time goes on. It seems they are trying to uproot themselves, but opensource will simply take advantage of the gap in the market the others sacrifice. I am fresh to your channel, but if you are making a move to Godot, then it would still be interesting to see what you make, be it more realistic, or if it is to a style of your own. It is always obvious to start small, and easily get distracted by uncalculated ambition. On the matter if people will complain about you showcasing incredible ambitious art like RtV, then that would just be odd, for what arm is there in showing the artist of a competitor what the capacity is of the tools you are going to use, even if you don't utilize it to the fullest. At the end of the day, it is your channel, if you were unconfutable showcasing or talking about a specific project due to how it might come across, then it is still up to you to show or discuss it.
Hmm I don't know man. Your video has been very convincing for sure! But, I'm kind of a Unity one trick at the moment and have been for the past 10 years (have also started during middle school). I certainly love the lightweight aspect of Godot. But it's these tools I've learnt along the years like Cinemachine, DOTween and those I made on my own... I feel like my productivity would take a dive* for a while. I do agree unity's multiplayer has always been a huge pain. Is Godot good at editor tooling? How about UI? So many questions... but definitely a very convincing argument you're making here. Cheers man, let's keep making games!
I don't know about editor tooling that much but i can say it's right now at least functional. As for UI it can be bit confusing, but the workflow is realy good after grasping it. If you can afford to try it out I think you should, it may broaden you'r opinions about games design and game engine design.
Hey! If you know Unity well and it fits whatever you're working on, I don't see why you'd have to swap. I just decided to try Godot and it felt better to me. Godot definitely lacks some of the infrastructure that Unity has because it's been universally adopted for much longer. Hopefully that comes with time. Cheers!!
I was playing around with game development for a while before the Unity incident, but ended up switching to GameMaker after that. I did play around with Godot for a bit, but found GDScript to be hard to understand at a glance because of how it is written. Regardless, I find it interesting how many good alternatives there are to Unity. All of the games I make are very small and 2d, though I am playing around with making a slightly more complicated puzzle game.
You're a mac user and you made a video encouraging people to use free and open source software, that's pretty ironic! Take my like though, great video! I'm currently also making a unity game and have been wanting to switch to godot
@@weekie It's not, it is almost impossible to be full open source our habit were forged by a lot of stuff it's great people go more and more for open source stuff !
Gol[d]ot is crazy man, i not even started using it, but already catch my heart... I'am making my game in Javascript using a compiler to chromium, i hope i was using godot since first code, because it is massive right now and to port it maybe i will take a while... And i not know much about engines, i used unity in the pass, but really not click to me, as a programmer that work for a decade on web project, is though to start using any game engine at all, they are too different than the usual projects i work with. The closest is android development, but that is already a pain in the ass to deal with soo many in screen components to move and set stuff by buttons, it hurts my code driven brain LOL
Just to play Devil's Advocate: You probably got all that working easily in Godot because of your experience in Unity. You knew that you needed cameras and that they had to be split. Your experience helped you do that so quickly because you already knew what to Google for. Grant, a newbie will probably have an easier time in Godot because it's probably easier than Unity. But they won't take a week to setup what took you years to learn when you first tried it in Unity.
I disagree, I have been using Unity for a long time as well, but there's are things like Localization, Character Controllers, UI Systems, Input Systems etc all are just much faster to implement and use in Godot than in Unity, even when you apply same experience to both. I have been needing to use Unity at work, and there are things I wish were in Unity that was already in Godot. Now where the the time already spent in Unity would actually matter is in custom tooling. If you have mature custom pipelines and tooling made for Unity, of course re-implementing them in Godot would take more work(which is true for half of the projects at work). But from an equal footing Godot really is better in a lot of ways. And it just getting even better every update.
Throwing my hat in too: I definitely benefit from years of doing game dev as a hobby. I generally know what I'm looking for, and if not I know terms that can be translated to the engine specifically (ex: "Raycast" is "Trace" in Unreal). I also have a CS degree (rip the job market lol) so I have little struggle picking up programming languages, as well as learning systems/networking concepts. Obviously, beginner game devs and beginner programmers are not going to have as easy of a time learning the engine because they don't have the same level of experience. That being said, Godot feels (to me at least) like a tool that was developed by game developers for game developers. It is a simpler engine but it only has to focus on being a game engine. This can manifest in lower idea-to-implementation times because everything is laid out where you'd expect it to be as a game developer, and you don't have to comb through features that don't necessarily help you with game development. It also helps that the documentation is pretty good, and there's a growing pile of learning resources. Sorry for the "both sides are right" response, but I feel it's true
6:12 the issue with the slow evolution, is not "being open source", its not earning the same ammount of money. chromium is open source and evolved much faster than internet explorer, thanks to the google backing it (funding it) , firefox have much less money than microsoft, but evolved much faster than internet explorer thanks to the help of volunteers and the lack of investment of microsoft once they dominated the browser market. if we compare the code of a multi billion dolar corporation with an open source project made by a 3 volunteers, of course the billion dollar corporation will evolve faster, but if we have the same budget for both, then open source evolve much faster.
In contrast Godot can even run on my mobile phone! There is an Android version of Godot. A little fiddly to use on a smaller touch screen but it works so I can do game dev on the go wherever I am + also u can also use Godot to make general purpose applications so it is somewhat like having something like Android Studio on the mobile itself!
nice..seeing unity's drama and all im just happy that i started learning a few days ago and not a yr ago cuz if i had started in 2023 i would hv proly picked unity over godot 2:12 "20 mins..i think thats a little bit more time than normal" Edit: how r u already so good D: in a week..im sitll learning what shaders are
I have a bunch of hobby dev experience which helps me learn engines quicker! Don't give up! Shaders are complex and they often require their own form of programming, but the results are insanely cool. Also check out godotshaders.com if you haven't already,. Even if you don't use anything from it, it might help you understand how certain effects are made.
I joined Unity before the new fee change and got familiar with it right when the fee change released. Unity is still ok, if you don’t use Unity 6 you can stick with the old pricing plan. People say that Godot is good but I’m too scared to switch to a new engine, potentially wasting everything I learnt previously.
it won't take as long as when you first learnt how to make a game because the logic of making a game is basically the same, you just need to learn the engine. plus they're similar enough that many things carry over, speeding up the process even further
It's not too bad to switch engine for new projects, it's sort of the same as switching programming languages. You still keep all the concepts you learned, and techniques you developed. You just have to learn the differing implementations for each engine.
As others have already said. Once you’ve learned a game engine, you don’t have to learn the concepts that come along with game development. You only have to learn the quirks of the new engine. Also if the projects you work on feel best in unity, you don’t need to swap to anything else.
I used Godot for a couple months as a lvl 2 programming noob, and I would say to not choose C# over GDScript. Obviously you can use them both but I'm referring to noobs like me who think you should stick with one. The C# implementation is rough around the corners, not fully-fledged, and is most importantly significantly slower to develop in than GDScript. I ended up dropping the engine because of a C#-specific bug and general distaste.
2:13 that's your bias. You already did it in Unity, so you have experience, no wonder that Godot seems "simple". The real simplicity would be if you could glue game systems from templates.
isn't that implementation for godot multiplayer based on upnp and only lets you do networked multiplayer on a local network? if you have working multiplayer across different networks id love to see the resources, been struggling with that myself.
I didn’t try anything outside of the local network, but I set everything up in a way such that I could swap everything easily to a SteamMultiplayerPeer from GodotSteam
I appreciate the enthusiasm behind Godot and i really love the engine, but honestly this fall in the same exact real of the other hundreds of "unity is so fast & easy" videos, and as a software engineer who's been working fulltime in games for the past 10 years, unfortunately this is so misleading. Any tool can be "Easy and hacky" if you want to do things in a draft/dirty way, and ironically when it comes to the fundamental hard stuff, all good engines have already covered (rendering, physics, input, audio, etc..), the other hard part (for developer) is software architecture, which it doesn't really matter what engine you use nor the language you use. The programming fundamentals and the games programming "core" is the same everywhere.
i think godot is a game engine
right dude that's what i was also thinking
It is a game engine of all time
@@weekie one of the game engines ever made
I believe the gamiest of the last year,!
No, Godot is a prosecuter from the Ace attorney series
This might be a little basic, but the only tip I wish I knew with Godot when I got started is be cautious when copy-pasting nodes from one scene to another. If any node contains a resource (e.g. copying a collision shape that has it's shape defined as a resource) that resource is shared across the two nodes when you copypasta, meaning if you make a change to one node it will also change the other one unless you make the resource unique first before making any changes. Caused me some grief when I made some changes in one scene and then later found out those changes were unintendedly applied to the node I copied from the previous scene and took me a bit to figure out why. Always make sure to make resources unique when you need to if you are copy-pasting things around.
Yes! This is a very good thing to remember. Shared resources are unfortunately: shared. I found this very annoying when I first started building levels in Godot (because of the collision shape thing you mentioned), but for things like text styling in UI it can actually be a strength.
Thanks for the heads up!
I believe one could adress that with a plugin. This plugin should detect if there are resources in that node tree and maybe disconnect them or allow you to copy them as unique resources.
we got another soldier brothers
🫡🫡🫡
have you experience on godot?
the youtube algorithm suddenly decided to recommend this video to me. I think it knows
Holy shit!! How’s it going man
@@weekie not doing as much as I hoped so far but hey still chuggin
same
The number of commits for 4.3 DOUBLED compared to 4.2 ... that's crazy !
And there’s already 4.4 preview builds. Godot is growing faster than ever
tried to add multiplayer right at the start of my project. unity: 2 weeks (with paid plugin), Godot: 2 days (0 $$$)
Youre just really stupid then, FIshnet and Mirror are both free
Man, I started making my multiplayer FPS 1 month ago and you helped me for the multiplayer split screen thingo, thank you soooo much !
Let’s goooooo
From my perspective, the best thing about Godot is how beginner friendly it is. After the Flash era, I struggled to find the motivation to learn a new engine, but Godot reignited my passion for game development!
Also! Since it's lightweight you don't have to wait as long for things to load, compile, or build.
This means that it's less of a slog to test/debug and you can keep making progress (Which helps keep me from burning out at least).
Major tip: in the script editor, ctrl-click any class to see its documentation
I dont know who needs to hear this but right click a node and press make node name unique. You can then reference any node or script with %MyNodeName (I literally quit godot the first time over not knowing how to do this)
@Oru328 Depending on how you want to use the node, you can also set it as an autoload (either script or scene) and then reference it's class name from any other script.
Dude. This is life changing
@@zahvy glad to help. Definitely one of those little hints that vastly improved my godot experience
@@weekie yeah that's the ideal pattern for singletons. I like using that for classes keeping things like scores or other scene-spanning logic. I also love having a switchboard singleton that has signals everything can see or subscribe to, to use for far off communication. E.g. there's an "enemy_destroyed" signal that any enemy emits upon death and then I can subscribe whatever I want to it (score increase, spawning more enemies, achievements), and if nothing at all is there (like if I'm testing the object in an individual scene) it all just works without any annoying "could not find this node" errors.
Best thing about Godot is that it's so easy to run even on potato(ish) pc/laptop and therefore is more accessable to more people than any other major game engine. anddd I feel like there is gonna be snowball effect ( we may see full effect after few years ) with so much recognition and bulletproof licence that literally prevents from any change of heart when it comes to pricing. It's always gonna be free. There were thousandss of contributors and all of them would have to agree without exception to licence change in order to change it to pay to win. Also if that would happen last free version would be legally free to fork and continue work sooo yeaaa. Godot is what internet was born to be: completely free and community driven. These are great times for indie developers!! It's like Blender but for coding and making games.
We’re glad to have you. Hope porting the game goes well.
Glad to join y’all!! So far it has been going smoothly. I probably won’t post an devlog on it specifically until it is about at the some spot as it is in Unity
Loved the video, I like your video style
The DevLogLogan multiplayer from scratch video was my godot nexus event. Everything he goes over so quickly was just so well done, I'm glad you also got value from it.
Welcome to the community :D I always love to see people try new engines without being super pig-headed. I've seen a few people that seem to have the mindset that "if its not done the same as then its horrible, bad, and confusing. Personally, everyone has always said how Unity was super user friendly but I never enjoyed my time in it whereas Godot everything clicked and i have so much fun using it. That plus some of the things you mentioned like it being lightweight, much faster start up time for opening projects, less code to need to write but can still access deeper things like the navigation server and physics server if you need to made switching a no brainer for me years ago.
I've also heard the argument of godot having no jobs so theres no point learning it outside of hobby. To which i say many solo devs use, a few schools switched from teaching unity to teaching godot, godot is listed as accepted experience, and theres small indie companies that have been switching. Godot jobs just seem like a matter of time.
I benefit from using Unity since I was in middle school. I don't really remember how I learned it (but it did take awhle). I sort of just stuck with it blindly. Like you said, even things like faster project-opening-times lower motivational barriers for me (I find it hard to stay motivated when there's frequent pauses to open assets, scripts, compile code, or build the game). I burn out when the time/effort I put in does not match the results I feel I should have. Godot being lightweight allows me to translate ideas from my head to implementation quicker, or debug faster. That all adds up over time. The quicker progress is made, the quicker it feels like it can be made, and the easier it is for me to keep working on the project.
On the job thing: Eh? They're right (at least for now). It doesn't hurt to learn Godot in any way. You'll learn game development concepts, and honestly it's better to learn those concepts than it is to learn one engine really well. Also I have actually seen some listings for Godot programmer jobs. Not many, but a few. They pop up more with indie devs/small teams (I've only seen listings on WorkWithIndies).
Also you really cannot win the engine debate. I've gotten shit in interviews for most of my work being in Unity. I just use what I feel comfortable with and what will allow me to do what I want to do most efficiently.
Thanks for the comment and I'm glad to join the community!
Why you wanna get a job using Unity you can start your own dang game studio
That's the point of inde devs
Glad you're excited! I look forward to seeing future Godot content! I am pretty new to Godot as well (a few months) and I am not a terrible experienced developer, but it's my dream to make games, so grind away I will!
As long as you're having a good time the grind is worth it!
I am a beginner game dev. I messed around with Unity for a little bit, never made anything of real substance... Lately I've been really thinking of moving to Godot and I think this video is the final push I needed to take the jump. I am most familiar with JavaScript and Python so it seems a little more welcoming. In addition, I go to a monthly game dev meetup and most people there use Godot.
Let's goo!!! The Godot community is growing crazy fast right now. As far as I can tell from the comments they're very happy anytime anyone decides to pick it up.
Best of luck! I wanna see what you make!
The MultiplayerSpawner/Synchronizer is wonderful. And if that doesn't work for a specific use-case, then RPC is still there. I've only been using Godot for less than a year, but I think I made the right choice for the kind of games I'm making.
Regarding the server-authority, it's pretty easy to control which client controls a specific node by changing the multiplayer authority and then checking that. For example, a competitive shooter could make the server the authority for spawning projectiles and determining bullet collisions on players. And you can swap it at runtime for things like vehicle controllers where you want the player that enters the vehicle to control the node.
I dont comment often, but you're a smaller channel and really deserve any amount of extra support you can get! Your videos are awesome! Keep it up :)
Thank you so much!! I really appreciate it
I love this engine
I tried Godot since the 3.0 release in 2018. I thought it was really nice to use but i never actually finished any projects with it. (Or with any other engine until this year lol).
Now I've made a couple of small finished projects with the engine and I think this is gonna be my main engine for everything that isn't super 3D intensive where Unreal shines. I love how lightweight and easy to use this engine is and even if it's lacking features, there's already free plugins for almost anything.
Yes! Ultimately Godot is just another tool. If it's not right for the job don't use it. Unreal (and Unity) exists for a reason.
Godot is everything I need and nothing I don't. I'm never going to make Call of Duty, but that's not the engine's fault, I'd be insane to try and do that myself
yeah Godot isn't gonna be Unreal level of polish and graphical level when it comes to 3D , but its definitely getting some major improvements in 3D Regard as well , watch StayAtHomeDev channel and all the Godot projects he shows. its insane.
godot has got a bunch of new engineers that love 3D, many people are joining the project. take a look at the PR’s on the project. future is looking bright
@@yapp2yapp2 Most PRs seem to be bugfixes and small improvements, which isn't a bad thing since it irons out pain points in the engine, but there's not much in the way of new flagship 3D features as of right now
A good example of Godot being pushed further with a 3D project is Road To Vostok. Take a look if you haven't already. Godot 4 is incredible in 3D now too, with some tweaking, post processing, and shaders you can really make it look incredible and performant too.
My tips for getting started with Godot:
- Stick with the official Documentation
- Read the Style Guide for GDScript and follow it, stick with its conventions - from folder_and/scene_names.tscn to CodeOrder.
- Use var static_typing: String = "ALWAYS"
And so on.
All great tips!! I always slack on style guides but when things are how they’d be expected to be you’ll spend less time debugging
Your videos are great man, super high quality and entertaining and MOTIVATING. Keep it up I see so much potential!
Thank you!! I really like game dev so it’s just nice to be able to share it with others.
Been using godot for the past 6 years. its great
almost feels vindicating at this point seeing it rise in popularity this much
The @RenderingUser vindication arc!!
Yeah early to the godot train as well. It's got a huge hobbyiest community around it - people who do games as a side hustle / side project rather than a full time living. It's pretty cool to see.
Yep. It's also nice to see how far the engine has come. Early versions had some growing pains.
Welcome to the Godot community. Hope you like it here! Don't mind the smell, it's just that we use MSG in most of our cooking!
Stands for "Make Stuff Good" right??
@@weekie Fried rice tastes better with a little MSG!
😂 I was debating on switching to GD for my 2D game
@@iamcmadness Lots of people will tell you "yes" or you should switch from one engine to another. The reality is.....use the engine/system you feel most at ease with. I like Godot, other people like Godot, maybe you'll like Godot, too. But I wouldn't recommend jumping from engine to engine because it's popular!
@@iamcmadness do it! switch! And UE has been pissing a lot of people off lately, so maybe some may need a place to run away from the DEI rubbish. Mandatory code requirements, forcing me to name my variables some retarded naming convention has lost all my respect for UE. Its a great engine, but I cant stomach being forced to do unnecessary crap.
I was one of the folks who switched to godot after the fee drama, and what I can say is that godot is just a bit less complex than unity, but what it does, it does better, it's like the foundation is much better. Say, you wanna set up a character controller in unity - the simple way to go is a rigidbody and adding forces to it, which is why there's so many games with floaty controls made in unity. But if you need something more precise and responsive, you basically have to write your own collide and slide implementation. In godot, you just have a characterbody that does it all for you. Or let's say you want to code a jump - in unity you have to do something (don't remember what exactly) to detect if the play is on the floor, and only jump if so, but in godot there is just a characterbody's method is_on_floor() that returns true if you're on floor. And it's things like that for me, +the way godot lets you organize your projects using a mix of composition and inheritance (not even gonna lie, I wasn't using unity long enough to understand how that kinda thing works there, but I remember being just blown away by the scaleability in godot when I just moved)
Simple jump scrip in Unity: On update raycast check if on ground and if space button is smashed then apply upwards force to rigid body. The ground detection is one line of code.
Floaty controls fix: change gravity and drag. Unity has a very annoying built in friction for some reason, but it works most of the time.
Unity has a built-in Character controller which has a grounded check and can handle stairs?
Unity also handles composition and inheritance flawlessly
This video + comment is just inexperienced devs talking
@@Cooo_oooper Unity uses a false ECS, so it doesn't support inheritance in a structural sense at all. (any inheritance it does "have" is in C#, and inheritance of scripts is not engine inheritance) Game objects and prefabs can't inherit in Unity, Godot's scenes can inherit. (and dear Lord is it the much superior workflow)
Also I say Godot is generally better and I have over a decade of software engineering experience, I read the C++ proposal papers for fun.
@@Spartan322 Unity has prefab variants, seems like inheritance for me
@@barnhauz Its not.
The one thing that I will always love about Godot is that you don't have to do black magic and rocket science to map player inputs.
Unreal and Unity have the most convoluted solutions to handle input mapping, and I can say the same for a lot of other features, too.
Godots' foundation is so much more stable and streamlined, and you won't go mad doing something that should only take a minute or two.
Exactly, it feels like a game engine made by developers for developers. Make the convoluted stuff easy so people can just make games
This was really helpful. I'm working on a small arena shooter project and I'm kinda procrastinating the lobby part because I lack networking experience. Thanks, man!
There’s also a Lobby example script on the “High-Level Multiplayer” page which I found super helpful, hopefully it helps you as well
I've been a fan of Godot since about 2017 and it's crazy to see how far it's come since then. I love that it's still gaining popularity too, it's such a fantastic engine.
I came to the same realization when I tried it for the first time. You can get things done SO much quicker.
It feels so freeing
really cool video, its definitely really exciting to see so many indi devs switch to open source software
excited to see more from this channel
Welcome to the Godot community! Wishing you all the best 🤝
I'm glad that for the current project I've been working on, I wrote most the game logic in a separate c# project, so I could easily port it to godot from unity within a week
God that's smart
I always enjoy seeing FOSS software becoming more commonly used. It's kinda rare when it comes to creative software. I believe Godot is now fulfililng the same niche that game maker studio 1 did. And given that it's open source, we can be safe and secured it won't suffer the same fate as game maker.
I find it very reassuring that there's nothing the foundation can do that can take the engine, our ability to use it, or our abilities to make money off of what we've made in it away for us.
They're just in it for the love of the game
I'm still on Unity, keeping a close eye on Bevy and Godot. Good video
Bevy is also really nice! I tried it a few months ago (before 0.14 release) and it was nice.
My biggest hurdle was that there was a trifecta of learning curves for me.
- The new engine
- I didn't know rust at the time
- Using an ECS design pattern (Not like unity's)
Which made it hard to debug, but once things were working it was very rewarding.
I made server authoritative netcode in Unity a few years ago built on top of UNet. After seeing this, I'm debating starting something like that up for Godot eventually. If it's good, I may even release it. For a small fee, of course.
I think my tip would be, if you want to rename, move, or delete some files, always do it within the editor since Godot will automatically refactor everything for you. If you do it externally, it may lead to a bunch of problems
This! 100%. Thanks for the tip!
I love Godot. I"ve been using both Unity and Undreal, and each has its uses, but for me the logical decision was to go with Godot. I wanted a powerful tool thhat is light weight and can run on my 7.5 yo gtx 970 machine that always runs out of storage space, somehow. I wanted to be able to make my small games without also having to pay a fee for it.
Exactly! I have an OK computer now, so I've tried all of the big engines. I also prefer the "turn what you want on" design pattern. I don't aim to make anything super visually complex, so I don't really mesh with Unreal's "Everything is on by default" design. That might also contributes to it be harder to run too.
@@weekie I agree. Godot provides me with more than enough tools for my current needs, and tbf is more than enough for most projects as well. I made some 3d shders with it tat look really good and it's not someting I expected the engine to be able to do, but it does!
it also makes so many things much simpler which I really appreciate.
The timing of this video is crazy haha. No more runtime fee!
I'm not gonna take credit for it.
I'm not gonna take credit for it.
I'm not gonna take credit for it.
I'm not gonna take credit for it.
I'm not gonna take credit for it.
...
I also came from unity as well, I gotta say the C# support for Godot is leagues ahead of unity. Other than the fact that you cant really export non-godot classes. The fact that you can just use new Resource() with no issues whatsoever makes that point moot. You can export a property that isnt just "int Value { get; set; }" you can have those getters and setters actually do something and the engine will not only accept it but it contraints the variable in editor to however you programmed it
Whoa!! That's actually super cool
^_^ I think we would all love if you would make some tutorial or walkthru videos on the various gamedev topics you learn as you progress with Godot 4.3 ^_^
I use to be a GameMaker/Unity and MANY other engines and Libs... and Godot is just so fun to use, it's awesome and oddly FREE!!! It runs fast, it's quick to download. While you're in Unreal compiling your game you could make a game in godot!
Tip! You can use Resource files to store data like you'd do with json or something, but they can also implement their own functions.
So if i implement a Weapon extends Resource that has a damage die and a damage bonus, i can also implement rollDamage() which returns a dice roll + bonus.
Then i make a bunch of Weapons in a resources folder.
Yooooo that’s actually sick!!
@@weekie Just be careful not to trust random Resource files, (as in those outside the pck file) since they can execute functions, that also means they can be used to perform remote code execution.
@@Spartan322 ooooo yeah RCE is def something to avoid lol.
Thanks for the tip
Been using Godot for like 2 years best game engine + source code so I can change the rendering or fix engine bugs myself
Yeah!! All of the issues people seem to have can be pretty easily fixed with an add-on (like jolt physics being a drop-in replacement for the default physics)
It might not be as feature rich as Unity or unreal but it doesn’t need to be (since it is ultimately just a game engine).
@@weekie Not to mention in majority of cases those features it doesn't have aren't all that hard to add, and now with 4.3 it has support for every render API that exists, OpenGL 3 (ES), Vulkan, Metal, and DirectX, and GDExtensions can extend the engine much further for things normal addons can't do.
client authoritative is rough in some ways, but realistically I think godot is best suited for small projects anyway. And speaking from experience, trying to do client-server with a small team is probably going to cost you more money than it will be worth.
Bro is in honeymoon phase with Godot.
That was extremely well explained! Welcome to the Godot community!
Glad to be here!!
Tip: The AnimationPlayer is very powerful, not for animations, ut because you can use it to run functions. So it's very useful if you need to have a specific sequence and timing of behaviours.
Oooooooo Like having a weapons change it's ammo count at a certain point in a reload animation. Super sick!! Thanks for the tip!
Man this is pretty sick and entertaining. I wish the best for all your projects and exit Unity strat. I also am trying to learn Godot from my previous game experiences. (I tried Unity, Game Maker, Visual Studio C++)
Godot is awesome, good for you!
Also who knows what ridiculous shit will come next with Unity? Too risky to stay there haha
After hundreds of Godot videos, this was the one that truly made me think about switching. The fact that doing multiplayer was that easy definetly shook me
It was honestly a shock to me when I did it lol.
Maybe that's a perk of Godot being "just" a game engine. Unreal and Unity are game engines which you can use for so much more (animation, archvis, rendering, etc) so they have to manage all of those uses. Godot might be simpler but at its core it's games first.
Not counting more advanced things like making a dedicated server, lobbies and all of that, just showing people basic multiplayer with one person connecting to another person via IP. While explaining as I went, and you are familiar enough, could get basic multiplayer running in around 20-30 minutes. If you just need something simple to get going, its awesome being able to, as the video said, "just add multiplayer" lol
Ive been ignoring godot tutorials for the same reason. I think the 'can i do this specifically in less time than i did with x-tool experience' is very convincing.
Woot! Also moving to Godot (after a decade+ of Unity).
Subscribed. =)
1:45 Most useful thing I've learned in Godot is that, from a script on one scene I can refer to a child node in another scene using it's global path like get_node("/root/node/node/node")
"/root" is the important part. Then it's just the node names of the project. 😈😂
Have you seen what incredible progress the creator of Road to Vostok made on Godot, it is breathtaking to say the least.
Completely uproots the limited approuch most Godot users has been taking, at least in my individual opinion.
More realistic stuff should be attempted with the software.
Honestly Vostok was a turning point in what I saw in Godot as an Engine. Without being told, you'd never know it was made it Godot.
There was a short section I cut from the video about Vostok, and how Godot really should be a contender in the "big engines race" but it felt a little too "*You* should use godot" for the video as a whole. I still think that you should decide on an engine based on what you want to do with it, and what serves the project best, but Godot is by no means "a toy engine" and absolutely should be considered for large projects (I just don't have too much experience working on those).
@@weekie , every field require pioneers, those who test the boundaries, for Godot, that was the lead dev of RtV.
No tool is perfect and no tool is beyond improvement, but it depends on what problems you are willing to endure.
The great thing about opensource, is that there is more insurance that you as a customer will not be taken blatant advantage of, wish is a growing habit amongst licensed software as time goes on. It seems they are trying to uproot themselves, but opensource will simply take advantage of the gap in the market the others sacrifice.
I am fresh to your channel, but if you are making a move to Godot, then it would still be interesting to see what you make, be it more realistic, or if it is to a style of your own.
It is always obvious to start small, and easily get distracted by uncalculated ambition.
On the matter if people will complain about you showcasing incredible ambitious art like RtV, then that would just be odd, for what arm is there in showing the artist of a competitor what the capacity is of the tools you are going to use, even if you don't utilize it to the fullest.
At the end of the day, it is your channel, if you were unconfutable showcasing or talking about a specific project due to how it might come across, then it is still up to you to show or discuss it.
Glad to have you as part of the community.
Glad to be here!
welcome aboard :D
brother was waiting for godot
Hmm I don't know man. Your video has been very convincing for sure! But, I'm kind of a Unity one trick at the moment and have been for the past 10 years (have also started during middle school). I certainly love the lightweight aspect of Godot. But it's these tools I've learnt along the years like Cinemachine, DOTween and those I made on my own... I feel like my productivity would take a dive* for a while. I do agree unity's multiplayer has always been a huge pain. Is Godot good at editor tooling? How about UI? So many questions... but definitely a very convincing argument you're making here. Cheers man, let's keep making games!
I don't know about editor tooling that much but i can say it's right now at least functional. As for UI it can be bit confusing, but the workflow is realy good after grasping it. If you can afford to try it out I think you should, it may broaden you'r opinions about games design and game engine design.
Hey! If you know Unity well and it fits whatever you're working on, I don't see why you'd have to swap. I just decided to try Godot and it felt better to me. Godot definitely lacks some of the infrastructure that Unity has because it's been universally adopted for much longer. Hopefully that comes with time.
Cheers!!
I'll keep an eye out ;)
Welcome to the -dark- FOSS side :D
thank you, i am looking into godot and it seems like a very useful program.
welcome to the party 🎉
I still can't believe this engine crafted that huge sword from Berserk.
as a member of godot community you are very welcomed
I was playing around with game development for a while before the Unity incident, but ended up switching to GameMaker after that. I did play around with Godot for a bit, but found GDScript to be hard to understand at a glance because of how it is written. Regardless, I find it interesting how many good alternatives there are to Unity. All of the games I make are very small and 2d, though I am playing around with making a slightly more complicated puzzle game.
"they can't even seem to do that right" lol so true, man - so true
You're a mac user and you made a video encouraging people to use free and open source software, that's pretty ironic!
Take my like though, great video! I'm currently also making a unity game and have been wanting to switch to godot
Lmao it is pretty ironic I guess. If you have a couple free days definitely give it a shot
@@weekie It's not, it is almost impossible to be full open source our habit were forged by a lot of stuff it's great people go more and more for open source stuff !
Wait, watching tutorials for fun is weird? Sheesh, I've been doing this forever!
It is one of the game engines ever made
(Podcast Voice): "Facts"
Moving platforms and slopes just working is nice.
Right!!!
Yooooo! Another new godot brother! :D
Yoooooo!!
the algorith really wanted me to watch this video
Welcome!
Gol[d]ot is crazy man, i not even started using it, but already catch my heart... I'am making my game in Javascript using a compiler to chromium, i hope i was using godot since first code, because it is massive right now and to port it maybe i will take a while... And i not know much about engines, i used unity in the pass, but really not click to me, as a programmer that work for a decade on web project, is though to start using any game engine at all, they are too different than the usual projects i work with. The closest is android development, but that is already a pain in the ass to deal with soo many in screen components to move and set stuff by buttons, it hurts my code driven brain LOL
I'm glad i'm not the only one who watches tutorials in bed without following it.
heck yea dude
your not weird, i watch tutorials in bed
or are we both weird? Perhaps?
Just to play Devil's Advocate: You probably got all that working easily in Godot because of your experience in Unity. You knew that you needed cameras and that they had to be split. Your experience helped you do that so quickly because you already knew what to Google for. Grant, a newbie will probably have an easier time in Godot because it's probably easier than Unity. But they won't take a week to setup what took you years to learn when you first tried it in Unity.
I disagree, I have been using Unity for a long time as well, but there's are things like Localization, Character Controllers, UI Systems, Input Systems etc all are just much faster to implement and use in Godot than in Unity, even when you apply same experience to both. I have been needing to use Unity at work, and there are things I wish were in Unity that was already in Godot.
Now where the the time already spent in Unity would actually matter is in custom tooling. If you have mature custom pipelines and tooling made for Unity, of course re-implementing them in Godot would take more work(which is true for half of the projects at work). But from an equal footing Godot really is better in a lot of ways. And it just getting even better every update.
Throwing my hat in too:
I definitely benefit from years of doing game dev as a hobby. I generally know what I'm looking for, and if not I know terms that can be translated to the engine specifically (ex: "Raycast" is "Trace" in Unreal). I also have a CS degree (rip the job market lol) so I have little struggle picking up programming languages, as well as learning systems/networking concepts. Obviously, beginner game devs and beginner programmers are not going to have as easy of a time learning the engine because they don't have the same level of experience.
That being said, Godot feels (to me at least) like a tool that was developed by game developers for game developers. It is a simpler engine but it only has to focus on being a game engine. This can manifest in lower idea-to-implementation times because everything is laid out where you'd expect it to be as a game developer, and you don't have to comb through features that don't necessarily help you with game development. It also helps that the documentation is pretty good, and there's a growing pile of learning resources.
Sorry for the "both sides are right" response, but I feel it's true
Skill issue@@artemisDev
I might've been an Unreal dev right now, had it run well on my computer. Sadly, it doesn't, so I went to Godot.
I luckily have a decent computer that can run unreal, but Godot just makes sense to me. The time from ideation to feature is so quick.
your amazing wow this videos great
Godot made my head hurt. But congratulations on finding your ideal game engine. I picked Unity years ago and I still enjoy using it.
May have to try out godot
It's very good once you get the ball rolling
hello guys, just wanted to remind you that unity is actually deprecated though
Breaking news: Unity deprecated Unity
6:12 the issue with the slow evolution, is not "being open source", its not earning the same ammount of money.
chromium is open source and evolved much faster than internet explorer, thanks to the google backing it (funding it) , firefox have much less money than microsoft, but evolved much faster than internet explorer thanks to the help of volunteers and the lack of investment of microsoft once they dominated the browser market.
if we compare the code of a multi billion dolar corporation with an open source project made by a 3 volunteers, of course the billion dollar corporation will evolve faster, but if we have the same budget for both, then open source evolve much faster.
UE5 is a 100+GB download. And you can get away with 32GB of RAM, but you really should have 64GB.
In contrast Godot can even run on my mobile phone! There is an Android version of Godot. A little fiddly to use on a smaller touch screen but it works so I can do game dev on the go wherever I am + also u can also use Godot to make general purpose applications so it is somewhat like having something like Android Studio on the mobile itself!
nice..seeing unity's drama and all im just happy that i started learning a few days ago and not a yr ago cuz if i had started in 2023 i would hv proly picked unity over godot
2:12 "20 mins..i think thats a little bit more time than normal"
Edit: how r u already so good D: in a week..im sitll learning what shaders are
I have a bunch of hobby dev experience which helps me learn engines quicker!
Don't give up! Shaders are complex and they often require their own form of programming, but the results are insanely cool.
Also check out godotshaders.com if you haven't already,. Even if you don't use anything from it, it might help you understand how certain effects are made.
Watching a tutorial for something you don't plan on doing 🔥
I feel the same way, but about my life in general, I should've started using Godot 10 years ago!
Amen!
I use Unity and Unreal. I tried Godot, and I decided maybe version 5 is probably for me
i was planning to make a similar video, i will make one as well, you are very cool
FYI you can import your Unity assets to Godot :D
That's why I'm using Godot it's faster making games in Godot than Unity and Unreal
IF you're gonna keep on with Godot, you got a sub! I do tutorials for godot but not 3d (yet!)
I joined Unity before the new fee change and got familiar with it right when the fee change released. Unity is still ok, if you don’t use Unity 6 you can stick with the old pricing plan. People say that Godot is good but I’m too scared to switch to a new engine, potentially wasting everything I learnt previously.
it won't take as long as when you first learnt how to make a game because the logic of making a game is basically the same, you just need to learn the engine. plus they're similar enough that many things carry over, speeding up the process even further
It's not too bad to switch engine for new projects, it's sort of the same as switching programming languages. You still keep all the concepts you learned, and techniques you developed. You just have to learn the differing implementations for each engine.
As others have already said. Once you’ve learned a game engine, you don’t have to learn the concepts that come along with game development. You only have to learn the quirks of the new engine.
Also if the projects you work on feel best in unity, you don’t need to swap to anything else.
I used Godot for a couple months as a lvl 2 programming noob, and I would say to not choose C# over GDScript. Obviously you can use them both but I'm referring to noobs like me who think you should stick with one. The C# implementation is rough around the corners, not fully-fledged, and is most importantly significantly slower to develop in than GDScript. I ended up dropping the engine because of a C#-specific bug and general distaste.
Unity netcode for game objects? And the new dots system now...
Welcome to Godot!
welcome to the algorithm
Gonna miss the fishnet content!
I know, I'm sorry 😭.
I'm not giving up on it forever, I just like how quickly I can progress in Godot.
2:13 that's your bias. You already did it in Unity, so you have experience, no wonder that Godot seems "simple". The real simplicity would be if you could glue game systems from templates.
isn't that implementation for godot multiplayer based on upnp and only lets you do networked multiplayer on a local network? if you have working multiplayer across different networks id love to see the resources, been struggling with that myself.
I didn’t try anything outside of the local network, but I set everything up in a way such that I could swap everything easily to a SteamMultiplayerPeer from GodotSteam
I appreciate the enthusiasm behind Godot and i really love the engine, but honestly this fall in the same exact real of the other hundreds of "unity is so fast & easy" videos, and as a software engineer who's been working fulltime in games for the past 10 years, unfortunately this is so misleading.
Any tool can be "Easy and hacky" if you want to do things in a draft/dirty way, and ironically when it comes to the fundamental hard stuff, all good engines have already covered (rendering, physics, input, audio, etc..), the other hard part (for developer) is software architecture, which it doesn't really matter what engine you use nor the language you use.
The programming fundamentals and the games programming "core" is the same everywhere.