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The original was posted on /r/godot by /u/PLYoung on 2024-10-15 07:01:31+00:00.


I’ve been working in Godot for the past 12 months. Many of those were to try out various prototypes while I get used to working in the engine. I’ve finally finished a game Godot and decided I will be doing the next project in Unity (which I have 15 years experience in). The game I created in Godot is a 3D game and I could achieve the look I wanted and I believe Godot can totally handle the kind of games I make but there are still some issues that eats into my productivity or just annoy me.

Something that was really annoying is when I had to restructure the project folders. I started with Godot 4.0, which would crash if you dare move or rename folders/files. This has gotten much better though. I’ve kept up with updates and using 4.3 now. Still, when I had to move some folders that include models and exported materials the other week all the models lost their “connection” to these exported materials and I had to redo it all.

The export system is not much fun to work with in the way you tell Godot what to include in the packages for export. There is also not a way to define compiler directives right in the editor when you use C# so I can not as easily create different builds to include/exclude code that targets specific store like steam or itchio. I do not want the Steam API related code in my itchio builds for example. I could probably build some tooling to handle this though but did not go that far as the current game is Steam only.

The editor UI is too static. I need to be able to customize it to my liking. Need floating panels that you can dock however you like, like in Unity. There were also other UI related issues but they are small things that count up to make the overall experience a bit worse than it should be.

While I have not used it actively I am not confident with how the humanoid animation and retargeting works. I’ve watched a few vids and looks like you could easily break it and then have to redo everything. Everything around animation feels like I can at any moment break something. Which reminds me of one annoyance, duplicating nodes. If I have an animated button prefab in a scene I can not just make a duplicate of it and always have to drag in a new instance of the prefab to be sure that the new button works/animates correctly. I guess duplicate shares some library/state… I dunno. Duplicated objects just felt very fragile overall.

We need that Godot asset store. This is a big one for solo devs or smaller teams. I’m a programmer so I depend on 3rd party art and sound assets a lot. Well, art and sound in general is still fine since I can easily export what I own from Unity/Unreal’s asset stores but then there are the particle effects or occasional shader. Since I am not that good at art design I’d rather use particle effects build by someone who is good at it but it can take a while to rebuild such effects in Godot while if I was working in Unity it would just be an import and I’d have a bunch of good looking effects to use as is or tweak.

I still enjoyed working in Godot and hope I can use it again for a project after a few more updates. Looking forward to it growing to be a top competitor.

ps. this sub needs more flairs if you going to force us to use flairs to make a post. Nothing available really fits with the post I made.