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Unity to Godot

Unity3D is a great engine. Honestly, it is super beginner friendly and I learned a lot from using it to make silly little things this past couple of years. What led me to Godot was its emerging relevance in the various recent game development YouTube videos and my ever-increasing complaints with the Unity Editor.

You see, Unity3D sometimes can just be… unresponsive? It is understandable if an actions leads to some CPU heavy tasks in the background, but as the project grows (to not even that complex of a stage), the editor freezes at seemingly random intervals. A part of this could easily be my fault for using a M2 MacBook Pro, which uses a chip that Unity simply doesn’t seem ready for at all. But even taking those things into consideration, Unity’s project configuration can get quite complicated. A couple of packages imported and I lose track of all the little engine options that it decided to change to accommodate the imports, whether necessary or not.

These grievances made Godot seem quite appealing to me, and my first attempt to switch over ended disastrously. Game development is a daunting task for me, and when I couldn’t figure out how to access the built-in code editor I gave up almost immediately. Admittedly that was cowardly of me. I tried Godot 4 again just 2 weeks ago and this time I managed to see the conspicuous workspace switcher tab above the viewport.

Turns out, Godot feels like a de-bloated Unity to me, and that is exactly what I am looking for.

p.s. It also runs beautifully in my M2 Mac.

© 2025 Runkai Zhang — Document Type: v2.0-technical-spec