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Over 15K games have the Godot tag on Itch.io. 90K+ have the tag Unity
(programming.dev)
Welcome to the programming.dev Godot community!
This is a place where you can discuss about anything relating to the Godot game engine. Feel free to ask questions, post tutorials, show off your godot game, etc.
Make sure to follow the Godot CoC while chatting
We have a matrix room that can be used for chatting with other members of the community here
We have a four strike system in this community where you get warned the first time you break a rule, then given a week ban, then given a year ban, then a permanent ban. Certain actions may bypass this and go straight to permanent ban if severe enough and done with malicious intent
As far as I know, Godot has no replacement for Unity ECS and DOTS. Not to mention the comparatively extremely small library of community tools. I definitely want to see it continue to grow, and it's clearly trending in that direction. But its not there yet.
I wish I could say Bevy could replace Unity ECS, but I can't. While Bevy's ECS is undeniably far better than Unity ECS, one of the issues with Bevy is sometimes developers don't want to be completely locked into using ECS, and since Bevy is practically ECS-only that causes some issues. Plus the fact that Bevy is just new and unpolished, it lacks a lot of features that would be necessary to even be considered professionally.
Considering that DOTS is allegedly at least partially to blame for the disaster that is Cities: Skylines 2 (Source), I'm almost tempted to say that's a good thing.
While the licensing changes were the last straw, I was always annoyed with the direction Unity was going, which was grafting a bunch of unfinished, barely documented features onto the engine, putting the stuff it's supposed to replace on life support and never actually finishing those features for years.
Sure anything can be a performance drain if the devs implement it poorly. It seems like it came down to a poor implementation of culling causing waay too many verts being sent to GPU.
Yes, there were lots of other issues, but what I'm mostly referring to was that many of these broken systems wouldn't have to be built if stuff like DOTS and virtual texturing wasn't unfinished: