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Discussion on: Learning to Create Video Games

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martinhaeusler profile image
Martin Häusler

Nice article. Unity has a lot going for it, but as you experienced first-hand, LWRP and HDRP are not really ready for production use yet. Terrain and foliage have always been the Achilles Heel of Unity, but things got even worse with HDRP and LWRP (neither of them fully supports terrain). However, the built-in renderer does not support shader graph. It's a constant trade-off of features which just wouldn't be there if the Unity devs gave a f**k about backwards compatibility. Oh and don't get me started on the... "unique experience"... of upgrading an existing project to a new unity version.

I've been looking into Godot lately, which does several things a lot better (starting with the license) but I don't get this "millions of people have used this before, we got you covered no matter which way you go" feeling from it. But maybe I'm wrong. I would love to read how Godot 3 stands in comparison to Unity.

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Darren Burns

Thanks Martin.

Yeah, it's unfortunate that you need to move over to one of the new pipelines to take advantage of Shader Graph, it's actually the reason I initially migrated my project over to LWRP (it wasn't using it to begin with). I used the built-in tool in Unity to migrate my materials over to be LWRP compatible, but I found that in a lot of cases it just didn't work, and I had to change them manually.

I actually tried Godot briefly before settling on Unity. My reasons for doing so were quite similar to what you say: with Unity it feels like there's a much larger community and more support and resources available.