> It’s no secret that Unity is painful to use: it’s slow to open, and it often pauses to re-scan the entire project while you’re trying to work
Is this actually true? I always figured Unity's selling point was being lighter and easier to use than unreal.
Godot looks like Unity from 2008, it's easy to boast efficiency when you have a limited product.
The quoted statement is 100% accurate. Unity is very slow. When I worked on Unity with a larger project, I'd often have to wait 10+ seconds for Unity to rescan the entire project every time I switched windows from my IDE to Unity, or every time I ran the project. In similar project sizes, Godot was always lightning fast.
> Godot looks like Unity from 2008, it's easy to boast efficiency when you have a limited product.
Unity does have more features - like more obscure 3D features - but that has nothing to do with how Unity deems it necessary to rescan the project tree all the time. Also, when I used Unity, I never used these extra features, so even if this were true, how come all users have to pay the price for features that only a few of us will use?
Honestly, core Godot is very full-featured, and in my experience the central abstractions are much better thought out than those in Unity. I feel a lot of the FUD around "Unity has more features than Godot" comes from people that like seeing a long list of features, not from people who actually need those features.
The 3D support will be significantly overhauled in 4.x https://www.youtube.com/watch?v=DNJXkcQxXEg and additional enhancements will reduce the need for DOTS/ECS for many. There's also Godex https://github.com/GodotECS/godex that adds ECS to the engine.