I love the Godot engine and have used it for years and in my opinion it has many features I appreciate a lot. But I would like to ask if you had to pick one actual engine feature that is semi unique to the engine (so not some QOL feature that every modern engine has) that you value above the rest what would that be. And I mean specifically a feature the engine has so nothing about the community.
The fact that the editor is a single executable file.
The fact that it has remained so all the way up to 4.6.
I don’t know that I couldn’t live without it, but it is very impressive.
The fact that I can open Godot, open the project and run it within less than a minute flat, is simply astounding. This is a fairly unique feature to Godot and something I couldn’t give up at this point.
The Filter Properties in the inspector, it’s great when working with Control Nodes.
I haven’t used any other game engine for at least a decade, so I can’t confidently say that it’s unique to Godot, but cross-platform builds are incredibly quick and easy to do. I started my most recent project on Windows, not even thinking about other platforms, and six months later I suddenly needed MacOS and Linux builds… boom, boom, no problem.
Back in the pre-smartphone days, I worked at a company making dumbphone games, and porting was an absolute nightmare. We got work just on the basis that we had an in-house engine that could build for about 100 different devices. That sh!t was magic 20 years ago ![]()
GDscript. My god, it’s literally the easiest, most human readable programming language I’ve ever used. I can actually make great logic with it.
Also, the fact that Godot is open source. No fees, no nothing. And It’s perfect for community driven games.
GD Script, the ability to export ONE executable per engine version and just add a pak file, scons build pipeline, text-based everything.
This has absolutely gotten easier in the last ten years, but Godot is still one of the very best at it IME.
Godot-cpp aka gdextensions. The fact that runtime libraries are hot-loadable into the editor makes me very happy.
GDExtension. Being able to turn C++ classes into node types using minimal boilerplate is one of the main reasons I chose Godot 4.
GDscript because super easy to learn.
Godot.exe + project folder = exported (useful for testing
The node system is unique i think, very easy.
The community !
Self contained mode (with a file named _sc_)
And many other thing that i could not remember that are cool.
i have only a little Gamemaker Studio experience other than my EXP with Godot,
so i dont know if its specific to Godot or not, but i will say that shaders are extremely helpful/cool,
theres so many other features that I really like, i cant even count them all
(at least without a for loop
)
I don’t have to wait for stuff to compile after making GD script code changes or making minor scene changes.
Godot not needing to compile is very underrated, as it saves so much time and lowers development friction by a LOT.
the integrated high quality documentation.
Probably the node system
This took me a while to get used to, honestly.
I still curse whenever I have to design a more complex UI system, where stacking multiple different Control nodes on top of each other is unfortunately the only way to handle some scenarios… and then you end up with these gigantic trees…
… at least let me merge PanelContainer with a V/HBoxContainer, pretty please.
Other than that, Node system is pretty clean and convenient for all other usecases.
For me it’s AnimationPlayer. Sure it doesn’t fit every project workflow but function calling tracks, audio tracks, and the ability to animate any property is absolutely incredible
GDScript. They did so much right here. Easy to read an write. It’s instantly obvious that this language was made for a game engine.
Hot reload is easier in Godot because scripts can be reloaded without a full C++ recompilation like Unreal
