The Unity to Godot transition continues to go pretty smoothly. Godot is definitely a bit rougher around the edges in some ways, it seems – but the basic editor experience with 3.5 has been pretty nice. Working with Visual Studio and C# has been the rockiest bit so far, and I’ve lost a couple minutes of work to some scripts that quietly reverted themselves on me.
PRO TIP: Treat the build button in Visual Studio like Ctrl+S. Save and build often.
But honestly? Unity wasn’t exactly smooth sailing, either – and after several projects of dealing with it, I’m enjoying working with a tool with so much less overhead.
(Seriously, my computer loads Godot x10 faster than a Unity project. What the hell?)
But anyways, I’m at the point where I’m no longer copy-pasting from my Unity code, and building out my little project entirely in Godot. I’d be even further along now, were it not for a… “medical event” this weekend. Long story.
For now, I’m going to see how this goes, and then consider whether I should try moving something like Riverboat Pachinko over. We’ll see!
Thanks for reading! And remember: don’t give anyone your data! No matter how much they ask!

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