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Godot still has a lot of issues for which workarounds don't exist, doubly so when working in a team. Issues we've run into:

The way references are handled in scene files makes it easy to get conflicts when working on the same scene. In Unity, solving these conflicts is a lot easier (from personal experience, only an issue working in teams).

Animation files sometimes empty themselves when using a composition-based approach. If the object you reference no longer exists (e.g. you programmatically decide what weapon a player uses and don't instantiate anything preemptively) the animation player will opt to rewrite the animation as if that component never existed, resulting in loss of work.

Low level oddities: drawing lines using the drawing system doesn't work if the point is outside view of the screen. You can't specify whether to draw the segment that would be visible if possible.

There still isn't a whole lot of support to release on some specific platforms, and some popular programs don't have a support plugin yet (e.g. Live2D).

The object-oriented structure of each node type can be severely limiting towards a composition-based approach. Minor gripe as it is possible to work around this or implement your own entity-component-system framework or Unity-like GetComponent/AddComponent structure.

It is definitely a great engine and regarding 2D, I'd say it is at least on par with Unity. For 3D and general-purpose, it is still subpar to Unity and definitely subpar to Unreal. Of course, the easy solution to each of my problems is "why not write it yourself?", but that requires time saved when using Unity. On the other hand, I do find Unity to be particularly cumbersome on the final 20% of the project, whereas Godot is much easier to finish a project with.



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