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.
Not long user started on 4.4 version , and nicest feature is Game tab working on the Mac , with override and embedded window so no extra window but all in one place ![]()
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
)