this post was submitted on 26 Jun 2023
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The way it's designed is just nice - in unity if you're trying to do something the engine doesn't do by default, it feels like you're almost fighting it. But in Godot a lot of the engine's built in features are just things you can add yourself - resources, nodes, and editor plugins.
Also, support for serializing/deserializing dictionaries. When I used unity a few years ago it didn't have that feature and afaik it still doesn't.
This was the biggest thing for me. I'm not really on the up and up with game design in editors like unity and unreal so it's a lot of work just to get the basics going. In godot? It's very easy and almost never changes between versions. I've been able to use 4 year old tutorials and still follow along.
In Unity if you're not paying for courses on that version of unity you're likely lost as shit as they'll rename things or move them around between major versions. It's a lot of lost time trying to figure out where it's been moved to, and it's also very demoralizing and makes me give up quickly.