Godot vs Unity: Can it be Used for Making Games?
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- Опубліковано 6 жов 2023
- With all the testing that I did what I have found out is not everything is right or wrong.
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I've heard a few times now from a few people about Godot crashing. The only time I ever had stability issues, was when I opt'd to use the alpha/beta incomplete versions so this has been interesting to hear from people 🤔
Yes, I had my game crash on me several times and I used the stable version, maybe because of stress testing it, but I hope it will not crash on the actual game.
Even in the 4.2 dev6 blog they said they fixed some crashes. So anyone who is crashing is their own fault for misusing the engine or writing bad code. Oh no I crashed my car into a wall, it's the cars fault not my bad driving
@@SmartPenguins I mean, I'm not trying to be mean, but when you say the "game" crashes... are you SURE it's just not something you did wrong in your code? Like, if I make a game from scratch in C++, I don't blame C++ when my game crashes, I look at my code and figure out where I screwed up. Now the editor, that's another thing. If the editor crashes, then obviously that's not your fault.
I wanted to use Godot 4 3D to make a game in my signature art style (see on my channel). But the problem I faced is that the "unlit shader" or "emissive" shader looks strange. The same 3D model looks fine in Godot 3, but looks off in Godot 4. There are some strange artifacts (like splotches) all over the 3D model. I can show a screenshot if someone wants to see. So I think I will wait for Godot 4 LTS before I dive in. Until then, I'll stick with Unity.
That is interesting, did you use StandardMaterial3D or ORMMaterial3D? or you tried both? I'll keep my eye on that.
Only when Unity becomes open source with an MIT license will I perhaps use it again.
Making something open source doesn't always mean that it will be better.
In the case of unity, yes.@@SmartPenguins
Blender comes to mind and open source allows for model design
@@SmartPenguins The pricing changes show that Unity is looking for new revenue methods, and while open source isn't always better, it allows the users to not have to worry about pricing changes.
@SmartPenguins it means if you have any issues, someone else has probably already made a fix. Unity is bloated with old and broken code on top of old and broken code. And if you find and report bugs, it takes months sometimes years sometimes NEVER for unity to fix them. Unity has project bricking bugs they haven't fixed in years. Open source doesn't have these problems, especially godot, because people fix them and old unused code is thrown out of the engine entirely.
Will it gonna be a 2d or 3d game?
godot can't export custom class/struct is a deal breaker for me.
It is such a basic feature for an engine, and people have been asking for it for years, yet godot can't do it.
The fact godot does not support fbx files is a no deal for me. All my assets are fbx
Godot support fbx, that is what I used for the 3d fish import in my tests.
Lee1davis1 = Unity mole :D
People keep complaining about the lack of assets in godot like that's godot's fault.
No one is saying its godot's fault, that is just how it is.
@@SmartPenguins what i mean is, devs are supposed to provide the assets, make them themselves, hire someone or obtain them from the many online sources like thetextures or turbosquid.
I never used the unity store, i made my own scripts and assets, precisely because i would own them and not have to deal with these kind of "problems". It always seemed very sketchy how tutorials and the even the docs would ask you to download some addon to get things like water or tileset tools.
Yeah anyone who complains about there not being a dedicated asset store is quite ignorant. You don't need a dedicated asset store. Godot supports all the industry standard formats, so any of the popular stores for assets work with godot. Your unity assets work in godot.
Using Unity Assets inside Godot might be against Unity's EULA.
@@jacksmith4266 are the assets yours or not? If you buy assets but its under the condition that they must be used in a specific software, then those are not your assets and you just wasted your money.
Leave it to unity to put *microtransactions in the editor* .
Stick with unity until further notice =)
Bad idea, due to the per install fee.
@@nicefloweytheoverseer7632 Its not. I know math. Too much noise for nothing. When I knoledge more than my usual 15k or 20k copies (today) per game, I start to be worryed. If its more (by luck, hard work, some youtuber...), put the value in the price.
The problem IS NEVER INSTALL FEE, but the lack of transparency. For now, its ok. Doesnt mean they dont screwup in the future. Right now, Im very ok.
You are right the fee is not a problem for me either, I'm fine with paying for a tool that makes me money as long as they continue to make it better.
@@SmartPenguins wait what?
But Godot is free and open source!
@@nicefloweytheoverseer7632they are saying they are willing to pay unity for its tooks