Godot 3.2
Been playing around with the Release Candidate, coming from Unity. Here's a list of things which I like / dislike:<p>++ Open License and friendly community.<p>++ The scene graph (node tree / prefabs) is well done, better than Unity. You can easily switch between scenes (Prefabs) through tabs and convert subtrees to separate scenes. Nesting scenes works really well.<p>++ The inbuilt scripting documentation is great.<p>- C# is not fully there, yet. No Visual studio integration. Debugging through VSCode is a pain. WebAssembly Exports are not optimized yet. That's why I sticked with GDScript.<p>+ GDScript is a nice language with optional type hinting. But refactoring can mostly be done through search/replace.<p>++ Windows and HTML/WebGL exports are super fast. I did not have problems since the RC.<p>- The inbuilt editor for GDScripts is ok. But I'm missing my VIM shortcuts...<p>- Arrays, dictionaries are not generic. Enums are not typesafe either. Bit me a few times.<p>- You cannot inspect the scene in the editor visually while debugging. This is what I miss the most coming from unity. Some things are really hard to debug this way, for example if you use procedural generation.<p>- 2D coords starting at the top left corner of the screen and increasing right/down is really confusing. If the player jumps, y goes down. It's a bit strange.<p>- I'm a bit afraid regarding the +5000 open issues on github. I wonder, how they will handle that in the future...