I feel like the answer is 100% Godot. No one should be using Unity at this point lol
I also feel like if you have to ask this question, then just use Godot. You’re likely not making anything that would require certain features from Unity anyways. Also, if you were so inclined and talented enough, you could try and add that feature to Godot yourself since it’s open source. It wouldn’t work the other way around.
I haven’t used Godot since 4.0, I hear 4.6 is real nice!
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.
Godot
godot
Aside from the benefits of open-source, I also find that Godot has a nicer workflow for me, with nodes and signals that make it really easy to make games. I also like that GDScript is very similar to Python (so it’s a lot simpler) while also having the option for explicit data types. The code editor is also built into the engine which is nice. The documentation for Godot is also excellent (it truly is really good), not to mention integrated into the engine as well!
With Unity continually kneecapping themselves it’s Godot no question
Unity can fuck off
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).
Godot without any doubt unless you like to be ripped off
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?
If you ever need information on development, the best place to check first will always be official docs, Good luck on your project!
https://docs.godotengine.org/en/stable/tutorials/networking/high_level_multiplayer.html
https://docs.godotengine.org/en/stable/tutorials/export/exporting_for_ios.html
https://docs.godotengine.org/en/stable/tutorials/export/exporting_for_android.html
It would be similar to how you do it in Unity. Godot has similar networking to UNET that existed back then. The docs are pretty easy to understand.
You can export your projects for both yeah.
I know I’ve read somewhere that you can export the projects to Steam or Playstore. I’m just a beginner though.
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Bird, easy. Next
I’m unfortunately stuck with unity for now unless I feel like throwing away a decade of work.
Sunk cost fallacy. You won’t need a decade to rebuild in Godot. You know exactly what you’re making. It’ll be waaay faster. Unity as a company has proven themselves to be untrustworthy. They will pull the rug out from under you when they get the chance.
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.








