Can anyone give me the reasons to jump to godot from unity?

I’ve been working with unity, and I just started looking into godot. I’m close to making the jump, but I just need a little more to convince me. I am going to list a little bit about me which will probably help decipher why I should use godot.

  • I am not very experienced with game dev
  • I am more focused on making a 2d game
  • I am a solo game dev, although I do have help sometimes

This is all I can really think of when writing this. Sorry if this doesn’t make sense, or if I did something wrong here.

If you need anymore information to help me, I’ll respond as quickly as I can.

Again, thank you for your time and help, I very much appreciate it.

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Hi there and welcome to the great world of game dev!

There are a lot of videos on YouTube (and increasing as of late) that showcase the differences between Unity and Godot. Godot vs Unity is a topic that has been getting a lot of traction recently. You can start there and gain some knowledge on what each has to offer.

As a beginner I would tell you to pick one and stick with it for a while. If you’re new to programming learning either C# or GDScript is great! Most programming knowledge transfer over from one language to another (there are a few differences but you can learn them).

I’ve used GameMaker (in the 2000s) then went over to Unity for years and now I’m trying out Godot for myself and have been enjoying quite a bit.

They all offer different tools, and if you are a beginner its hard to know which tools you need sometimes. Unity has a ton of tutorials online, and Godot is starting to have a lot more now as well.

They also have different business models. Unity has a free tier and paid tiers, see Unity Pricing and Godot is Free. So that is something some developers look at.

Some wise person once said that the engine should not get in your way of trying to create something. But it’s somewhat hard to know until you use that software.

In Conclusion, it’s hard for me to convince you to use one over the other, but I hope you find one that works out for you.

Cheers :beers:,


godot is rough around the edges but it is fine for most indie games. last year unity3d made it abundantly clear it the only thing it gives a damn about is profits. the only reason unity3d back-peddled is because a LOT of pissed off developers = less profits.


It depends on what you are looking for.

If I am focused more on 2D, I’d look for a 2D engine, for which there are many.
GameMaker, is to me, the easiest 2d game maker, but likely because I used it before… but it’s not free. Godot is completely free.


Persons recommend GDevelop, for quick and easy.
…and the list goes on.

I’m more into 3D, and Godot was not, and is still not my first choice, but I was considering giving it a try, since, it seems the more lightweight on my options.
However, since I am more interested in c++ coding, I’m considering Flax engine.

Coming from Unity, it seems you are more into c#, so perhaps Godot is right for you, but again, it depends on what you are looking for.

If an engine has everything I want, I go for it.
Does Godot have everything you want? Is probably a good question to ask.


I am not an experienced game dev, but I do have plenty of experience coding. I tried Unity for about 5 months last year – hobbyist, but very intensive. I’ve been exploring Godot for the last couple of weeks. For me, I Godot’s 2D support is much more natural. Godot knows what it is right now and Unity does not.

Even ignoring their whole pricing fiasco, Unity seems trapped between the past and the future – most experienced devs are using parts of the engine that Unity is saying is the way of the past and won’t be supported in the futuer. But the parts that are the way of the future (like UI Toolkit) are significantly more burdensome and/or not very well explained, and don’t have enough user base to get great help yet because all the experienced devs are using the old tools. So there’s often multiple ways to do things but, in my experience, neither felt “right” per se.

With Godot, all the UI tools are super clear. Handling input is super clear. 2D is super clear and not just a slice of 3D space for no good reason. Unity handles 3D meshes for navigating but not 2D meshes? (You can get an add-on.) I’m sure there are lots of ways in which Godot doesn’t quite match Unity yet, and I’m not expert enough to know… but everything I’ve tried to do so far has (for the most part) been clear and easy. Nodes and Scenes, for the most part, make great scene and work smoothly. I like it better than Prefabs. I never liked Unity’s ScriptableObjects (because I don’t exactly want to do what they’re meant for – I’m sure they’re great at doing what they’re meant to do).

I’ve been using C# and the support for it is excellent in Godot.

The one thing I wish was that class inheritance made more sense in Godot. Maybe this is because Godot started with GDscript which is meant to work with nodes, and it handles things differently, but there are times it seems “obvious” that one class should inherit from another… Like maybe I want an Entity class that inherits from Area2D, and then a bunch of subclasses that inherit from that, but I’ve had issues with that, I think because of the node tree? But I’m not sure; I may have just messed something else up. There’s theoretically “Inherited Scenes” and there’s discussion of using that and class inheritance, but there’s also talk that this feature isn’t ready for prime time, and literally the first time I tried to do this, my project had trouble saving the inherited scene until I deleted it. So… just a little weird. But I’m getting by perfectly well using interfaces and a component mentality for design instead. I’m sure as I learn more, that side of things will become more clear to me.

The Godot community is great from what I’ve seen so far, but this is a bit of a tie since Unity is such an elephant in the room and there’s so much discussion out there for it.

Ultimately if someone is using Unity and loves it and isn’t worried about the corporate board and upper management making terrible decisions, then they probably shouldn’t switch. If someone isn’t yet invested in either, they owe it to themselves to explore both to see what they offer and how they (and their communities) operate, and determine which suits them best.

I’m extremely happy I decided to try out Godot. It’s been such a good experience, and I’m really encouraged by how active the development on it is, while not chasing corporate pipe dreams.


Thank you all for sharing your detailed opinions, and supplying me with your help. I looked a bit more into Godot and have decided to give it a try. I definitely like the community over here a ton. Again thank you very much for helping me start my Godot journey.


Best wishes for the journey!

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The only reason i switched to godot was because its very lightweight. It is not bloated like all the ither engines which can be anywhere from 1 to 3Gbs. Godot is uner 0.1gbs . You can add only the plugins your game needs. And not carry all the dead wood.


Switched and enjoying it.
Godot is faster to use and faster to learn.
Its a smaller install with a built in code editor and you can still use your own editor if you choose.
There are lots of tutorials and the community has been responsive and helpful.


When you doubt that open source can be enough, embrace that idea strongly, it’s the best we can do.

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Been doing dev for quite some time now (around 1998-99). I used Director from Macromedia, did Flash for years, Unity for years and got into Unreal, Houdini etc. etc.

Blender… I used that way back in the days it was only laughed at, at the time I was using LightWave3d, NOT Maya and Max, the industry standards at the time.

Moral of the story IMHO, Godot is where Blender was 4 years ago maybe. This is all my opinion but, I see Godot hitting Blender status in a couple years with 3D.

Going through so many communities over the decades I realize ONE thing, Open Source is powerful only in the hands of a community that loves it and grows the whole base and then has it’s revolutions. I saw this with Blender over and over.

First, the UI was “hard”, then renderers, then came cycles, then Eevee, on and on and on.

Maybe you get the hint here. :slight_smile:

Be happy and use what makes you happy, maturity comes from use and when the Godot community starts pushing it’s 3D and other soft spots, they will get dev love and the engine will completely mature.

Godot 4’s architecture changes symbolize that dedication to the future to me as a dev.

IMHO :wink: