Anyone have any updates on their work? I’m just playing around with shaders and stuff in Godot. It was weird cause the standard material shader had a section called “detail”, where you can use a mask to blend in another texture, which is all fine and good, but it didn’t work, it wouldn’t detect my second UV map which I had painted this mask. So I made a custom shader, or rather AI did, and then it suddenly worked.
Sometimes I’m not sure if I encounter bugs in Godot or if it is that I have done something wrong. Know the engine pretty good now, but I’ve used Unity a lot more.
Things I like about Godot:
- The coding language, GDScript, is very fun and easy to use. I think I prefer it over C# in Unity.
- It’s pretty straight forward which rendering pipeline to use, with good descriptions. In Unity I always got a headache of trying to understand what the purpose were of the different pipelines, and I always forgot. Pretty confusing
- It’s very easy and fast to set up visual effects like ambient occlusion, different GI lighting methods, volumetric fog, etc. It’s not so bad in Unity either though
- You don’t need to compile your code before testing a game, you’re pretty much instantly good to go the moment you press play, because the code is interpreted on runtime. (i think I got that right)
- The signal system between nodes is good, especially when you set up a singleton to route them through.
Things I don’t like that much about Godot:
- The node system takes getting used to, and I think when it comes down to it, I prefer Unity’s GameObjects with components system. Not that the node system is bad
- Getting into User Interface is pretty confusing at first, because you got like a hundred different UI nodes, and I have no idea what’s for what at first. I need to watch tutorials on that. I’ve heard it’s good though, once you grasp it fully.
- Making a build of your game seems confusing at first, as there are fields you need to fill out that aren’t obvious what it means at first
Some of the negative things I guess is just me not being used to Godot and having used Unity for many more years in comparison.