Picture of Alexander Brazie
Alexander Brazie
Alexander is a game designer with 25+ years of experience in both AAA and indie studios, having worked on titles like World of Warcraft, League of Legends, and Ori and The Will of The Wisps. His insights and lessons from roles at Riot and Blizzard are shared through his Game Design Skills wiki, Funsmith Club, and game design bootcamps.
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Godot Engine vs. Unity Engine: Difference, Pros, Cons

Godot Engine vs. Unity Engine: Difference, Pros, Cons
Picture of Alexander Brazie
Alexander Brazie
Alexander is a game designer with 25+ years of experience in both AAA and indie studios, having worked on titles like World of Warcraft, League of Legends, and Ori and The Will of The Wisps. His insights and lessons from roles at Riot and Blizzard are shared through his Game Design Skills wiki, Funsmith Club, and game design bootcamps.

Godot and Unity are both popular game design engines and considered part of the Big Three, along with Unreal. Unity’s head start, released in 2005 compared to Godot in 2014, has established the engine as an industry standard. Unity’s industry prominence is shown in having represented the largest percentage of games released each year for the past decade. As a result, Unity’s community is large and established. Godot, while newer and more lightweight than Unity, has skyrocketed in adoption in recent years. The Godot engine’s surge in popularity is shown through its presence in game jams, making up 37% of games at the GMTK Game Jam in 2024. Godot is completely free and open-source, unlike Unity, factoring into its uptake. Read on to learn about the differences, pros, and cons of Unity and Godot.

Unity has an established community, active on multiple platforms

What are the differences between Godot vs. Unity?

The differences between Godot vs. Unity are the engines’ pricing, community support, prototyping capabilities, and game development features. Godot is 100% free and open source, whereas Unity offers a revenue-dependent free tier and tiered, limited code access. In terms of community support, Unity is larger and more established, while Godot’s has grown in recent years. As a prototyping engine, Unity has more in terms of features and asset store resources, but Godot’s optimized nature makes it suited to rapid iteration. Game development features that the two engines differ on are no-code options, language support, architectures, and cross-platform support. In graphics-specific features, Godot shines at making 2D games, while Unity’s strength is in its powerful 3D graphics creation tools and render pipelines.

Godot’s and Unity’s basic features are compared in the table below.

Godot Unity
100% free and open-source Free tier, revenue-dependent
Node-based Component-based
Lightweight editor features Extensive editor features
More beginner-friendly and user-friendly Beginner and user-friendly
Supports GDScript (built-in), C# (built-in),C/C++ (official support via GDExtension), and Swift, Lua, Nim, Rust, Kotlin, and JavaScript via GDExtension Supports C# (fully integrated) and visual scripting, with limited plugin or third-party integration with Rust, IronPython, Lua, C++, Java, and Kotlin
Community resources including an asset library and third-party sites Asset store and third-party sites
PC, mobile, VR/AR platforms PC, mobile, VR/AR platforms + PS, Xbox, and Switch consoles

Godot’s and Unity’s pricing and code use differ, as Unity’s free tier is limited based on the users’ game revenue, requiring those above $200K to pay a subscription. Features like console support are reserved for Unity’s paid tiers. Unity isn’t open-source, but makes its engine code available through paid tiers. Godot is 100% free and under an MIT license, meaning developers are free to use, modify, and distribute it, provided the original license text and copyright notice are kept. Godot, therefore, appeals to open-source communities.

Baking Bad used Godot due to Godot being free, open-source, and customizable

Both Unity and Godot have active development communities and support resources, as part of the “Big Three” game engines. Unity, as an industry standard, has an established community, making support for the engine easy to find through tutorials, Unity’s own communities, or game development forums. Unity’s community support includes the extensive integrated Asset Store, a marketplace for already-made assets, tools, and extensions. Godot’s community is smaller than Unity’s, with a smaller asset store and fewer support resources online, although support is expected to increase with Godot’s growing popularity. Godot’s free and open source nature, simpler design, and improved performance over Unity factor into the engine’s adoption, making it popular for game jams and prototyping.

Godot's community assets range from scripting to physics tools

Unity and Godot both offer strengths in terms of rapid iteration and prototyping capabilities. Unity’s visual scripting and rich graphics tools allow real-time editing during Play Mode, giving fast feedback, while the extensive asset store saves time on asset creation. Godot’s simpler interface and easier default language are more intuitive for beginners. In addition, Godot’s lightweight, integrated, and optimized nature and its official C++ support give the engine significant performance over Unity, and Godot suffers fewer crashes as a result. Godot restarts significantly faster than Unity if it does crash. Godot’s higher performance, greater stability, and more intuitive nature lead to faster iterations. As a result, the engine has grown in popularity in game jams, despite lacking the integrated no-code support of Unity.

Godot allows for ultra-fast testing, prototyping, and refining

Godot used to include no-code options in the form of visual scripting through a language called VisualScript, but removed official support as of version 4.0. The Godot community does provide powerful visual scripting alternatives, such as the Orchestrator tool, available via the Godot Asset Library, and the learner-friendly Block Coding plugin. Unity, on the other hand, offers visual scripting as an integrated part of the engine. Unity’s visual scripting lets users create game logic graphs and view and edit the results in real time through play mode. Unity’s visual scripting is built on its integrated C# language.

Using Visual Scripting in Unity to create game logic without code

Godot’s official supported languages include C#, C, C++, and GDScript. GDScript, Godot’s primary language, was created specifically for the engine, while C# has first-class support through Godot’s .NET version. Godot’s C/C++ support is provided through Godot’s GDExtension, which allows additional language support to be added through a C API. The Godot community has already added bindings for Swift, Lua, Nim, Rust, Kotlin, and JavaScript. Unity uses C# as the engine’s sole built-in language, providing .NET support. Languages that Unity has limited support for include C++, Rust, IronPython, Lua, and JavaScript. Other languages in Unity must be integrated via C# through plugins, such as adding C++ elements as DLLs, rather than having direct access through Unity’s scripting API and architecture.

Godot's UI and workflow are easy to learn and intuitive to use

Unity’s component-based architecture and workflow are ordered around entities and components. Unity’s game objects serve as the entities, or most fundamental elements, of development. Users attach components to an object to give it functionality, such as a renderer to control its appearance, a script determining its behavior logic, and colliders defining its physics. Designers arrange game objects in a hierarchy to build scenes, allowing game objects to inherit functionality. Godot’s architecture, by contrast, is node-based, meaning that in Godot’s workflow, everything is a node regardless of size, from small game objects to large scenes. Complex object structures in Godot involve nesting nodes. Godot’s tree structure allows for parent-child relationships as a way to reuse scenes and other functionality. The engine’s open-source nature has enabled its community to improve on and expand its architecture, such as with its VR/AR support.

In Unity, components like animations are added to game objects via the inspector

Godot’s cross-platform support includes strong PC development support, as well as native support for major headsets like Meta Quest, PC VR, PICO, and the Vision Pro. In terms of mobile development, Godot’s support is good when it comes to lightweight to medium games. Godot doesn’t have official support for the major consoles (Nintendo Switch, PlayStation, and Xbox). As a result, developers have to rely on third-party services. Unity, on the other hand, does extend support for these major consoles, although it’s only available as a paid feature, as is Unity’s Apple Vision Pro support. Unity supports PC, mobile devices, and other VR and AR platforms within its free tier. My experience is that Unity’s multi-platform deployment is almost turn-key.

Godot and Unity’s graphics features are compared below.

  Godot Unity
2D Graphics 2D-first
Powerful, dedicated engine
No dedicated engine
Treats 2D as adapted 3D
3D Graphics Good results
Less powerful built-in tools
3D-first; complex 3D graphics
Advanced lighting, physics, and effects
Rendering Forward+ renderer (PC)
Mobile renderer (PC & Mobile)
Compatibility Renderer (Web, low-end)
Scriptable Render Pipeline (SRP)
High-Definition Render Pipeline (HDRP)
Universal Render Pipeline (URP)
Asset Support Open-source community asset store Established community
Extensive asset store

Godot is better-optimized for handling 2D graphics, having both a more intuitive 2D workflow than Unity’s and its own dedicated 2D engine. As a result, Godot is becoming more popular for 2D game development. Unity’s 2D processes, by contrast, treat 2D game environments as modified 3D environments due to 3D graphics being Unity’s primary specialization.

Adding characteristics to a 2D character in Godot's editor

Both Godot and Unity have strong 3D graphics capabilities. Godot has good 3D game development capabilities and provides third-party integration with the open source Jolt Physics via GDExtension, which is comparable in performance to the Havok engine Unity supports in its paid Pro tier. Unity, however, has more comprehensive 3D animation tools built in. Unity’s advanced lighting, animation, and shader tools allow designers to create powerful effects, such as real-time ray tracing. Overall, Unity has stronger graphics capabilities than Godot, in particular when it comes to producing high-end photorealistic and complex graphics suited to many AAA games. Unity’s powerful render pipelines also give it an advantage.

Unity lets users adjust lighting based on real-time settings or actions

Godot’s rendering uses 3 renderers: Forward+, Mobile, and Compatibility. Forward+ is primarily a forward-only renderer that includes an optional pre-pass stage for light culling to make it more efficient. Forward+ is Godot’s most powerful renderer and is reserved for desktop games. Godot’s Mobile renderer has fewer features than Forward+, but runs faster for simple scenes, making it optimized for both mobile and desktop games. Godot’s Compatibility renderer is its least advanced renderer, used for low-end desktop and mobile games and as Godot’s default for web-based games. Unity’s advanced rendering outperforms Godot’s, however, through its specialized rendering pipelines, such as its Universal Render Pipeline (URP) and High Definition Render Pipeline (HDRP). These options use Unity’s customizable Scriptable Render Pipeline, which lets designers optimize render pipelines in platform-specific ways and schedule rendering through C# scripts.

Modifying a render feature using Unity's Universal Render Pipeline (URP)

What are the system requirements for Godot vs. Unity?

The system requirements for Godot and Unity are shown in the comparison table below.

  Godot Unity
Operating System Windows: 10 +
MacOS: 10.13 (Compatibility Renderer), 10.15 (Forward+/Mobile Renderers)
Linux: > 2018 distribution
Windows: 10 v. 21H1+ (X64), 11 v. 21H2+ (Arm64)
MacOS: Ventura 13+
Linux: Ubuntu 22.04, 24.04
CPU Windows: x86_32 with SSE2 support
MacOS: x86_64 or ARM (Silicon)
Linux: x86_32 with SSE2 support
Windows: X64 with SSE2 support or Arm64
MacOS: X64 with SSE2 support or ARM (Silicon)
Linux: X64 with SSE2 support
GPU Integrated graphics
Vulkan 1.0 (Forward+/Mobile renderers)
OpenGL 3.3 (Compatibility renderer)
Windows: DX10/11/12 or Vulkan
MacOS: Metal-capable Intel or AMD
Linux: OpenGL 3.2+ or Vulkan, Nvidia or AMD
RAM 4 GB 8 GB
Storage 200 MB (executable, project files, cache)
Export templates (1.3 GB)
Unity editor: 5-8 GB
Ideal for development: 512 GB or 1 TB SSD
Recommended: High-IOPS disc drive for builds

When determining the system requirements of an engine, it’s important to consider not only the engine’s requirements, but how the types of games to be developed affect the overall storage and performance requirements. Storage requirements depend on the size of the developed games and their dependencies, which are able to easily exceed the size of the engine itself. When it comes to performance requirements, factors like graphics, rendering requirements, and general optimization also play a role. For reliable performance, always aim far above the minimum system requirements, and take game-specific requirements into account.

Make sure the system requirements are sufficient to run the game you're making

Storage requirements for a game engine are affected by the engine, the games to be developed, and dependencies. The Unity Editor only occupies 4 to 6 gigs in space, while Unity files are able to occupy tens of gigs or more. Unity’s cache, a particular size culprit, is itself affected by dependency modules and project files, but is configurable to reduce the maximum size. Among project files, assets take up a lot of space, particularly if not well-optimized. Unoptimized assets are prone to cause performance issues.

Performance requirements depend on the type of game being developed, in terms of graphics requirements, rendering, and optimization. For example, Unity is able to get away with running on integrated graphics in certain situations, such as some games that are 2D, use mobile shaders, or have lightweight URP render pipelines. Developing for a VR platform, building a AAA game with complex 3D graphics, or creating something that requires HDRP rendering means your performance requirements will be higher. Another performance factor when it comes to graphics in Unity is that when buying third-party assets, make sure you’re able to properly optimize them for your target system.

Performance issues like this respawn glitch are due to optimization issues

What is the pricing comparison between Godot vs. Unity?

In the pricing comparison between Godot vs. Unity, Godot is 100% free, while Unity offers a tiered pricing model when it comes to features and source code access. The free tier on Unity lets developers use it while below $200K in annual revenue or funding. Unity’s paid Pro plan is required for certain features Godot provides out of the box, as well as some that Godot doesn’t provide, such as cross-platform support. Unity’s more expensive Enterprise tier’s features are more targeted towards large, high-budget projects, unlike Godot’s free offerings. Whether Unity’s paid features and tiered pricing are worthwhile compared to Godot’s free features depends on your project’s needs and budget.

Godot’s free nature has no limitations, unlike in the case of Unity, which means that in addition to having no fees, users face no revenue-based limitations or team size limits, and don’t owe royalties for games sold that were made using the engine. The Godot engine is under an MIT license, meaning that besides free use, users are allowed to modify or distribute its open-source code free of charge, so long as proper attribution is given to the original creators. Unity Personal, the engine’s free tier, requires revenue to be below $200K over the past 12 months. Personal does provide some services Godot doesn’t, including cloud diagnostics, 10GB per seat on its Asset Manager, free access to Unity Build Automation, and 3 seats and 5GB on Unity Version Control. Overall, if evaluating based on free and open source options is the primary goal, Godot wins out.

Its accessibility makes Godot a great engine for indie studios and new devs

Unity’s paid Pro plan is matched or beaten by Godot on some features, while offering others that Godot doesn’t. Pro is Unity’s lowest paid tier for developers and businesses at $2200 per year or $200 per month. On the Pro tier, Unity offers full Apple Vision Pro support, something Godot provides for free. Unity’s third-party integration with the Havok Physics engine is comparable in performance to Godot’s free Jolt Physics support, though Havok is the industry standard. Pro tier increases the Unity Version Control seat allocation to 1:1 with the editor and grants 50GB per seat on Unity’s Asset Manager while increasing Unity’s Cloud Suite offerings. Console porting is a significant feature in Unity’s Pro tier that Godot doesn’t offer. In my experience, just getting through one console port of a Godot game can require hiring an entire studio. The choice between Unity’s Pro plan and Godot’s free engine depends on your budget and the project’s requirements.

Comparing Unity’s Enterprise plan against Godot shows features tailored to larger companies and projects. Enterprise, like the Pro plan, adds some services that Godot provides for free. Unity Enterprise grants read access to source code. If users want to modify the code and customize the engine, however, they need to buy Unity’s Source Code Adapt feature in addition to Enterprise. Godot’s free and open-source nature, by contrast, allows users full access to and modification of its code. Unity Enterprise offers extended LTS support for 3 years, increased Asset Manager storage capacity, and extensive tech support and learning services. Godot, as a free and open-source engine, doesn’t offer the equivalent of these services.

Hollow Knight's availability on the Switch required Unity's paid console support

What are the pros and cons of Godot and Unity?

The pros of Godot are being free and open-source, beginner-friendly, and high-performing, among others. Godot’s cons include the engine’s lack of no-code support, Godot’s smaller community, fewer features than Unity, and no support for consoles. Some of the pros of Unity are the engine’s powerful graphics capabilities, its console support, built-in visual scripting, and its extensive asset store. Unity’s cons include the restrictions on its free tier, its performance issues, and access to its source code being restricted to paid tiers.

A direct comparison of where Godot and Unity win out is shown below.

  • Pricing: Godot
  • Beginner-friendliness: Godot
  • Code access: Godot
  • 2D games: Godot
  • Performance and economy: Godot
  • Language support: Godot
  • Rapid prototyping: Godot
  • Large-budget projects: Unity
  • High-end 3D projects: Unity
  • Cross-platform: Unity
  • Features and versatility: Unity
  • Community support and resources: Unity
  • No-code integration: Unity

Besides Godot being 100% free and open-source, it’s considered more beginner-friendly than Unity due to having a more user-friendly interface and the Python-like GDScript being the engine’s default. Godot’s lightweight, integrated nature and support for C++ mean it doesn’t suffer the same performance issues as Unity. Godot is also strong in terms of rapid iteration and prototyping, making it useful for game jams. The dedicated 2D engine gives Godot a particular advantage over Unity when it comes to 2D game development. Official C# and C++ support through the powerful GDExtension allow Godot’s community to add support for other languages.

Godot's workflow is ideal for creating 2D environments and sprites

Godot’s cons include no longer having official support for visual scripting in Godot 4, however its community provides a well-maintained alternative, Orchestrator. Godot’s community, while growing, is still smaller and less established than Unity’s, with fewer resources through its asset store. Godot has fewer features than Unity and lacks support for consoles. An additional downside of Godot is that while its 3D graphics capabilities are good, they lack the power of Unity’s advanced tools and rendering.

One pro of Unity is that the engine’s high-end 3D graphics features, such as the lighting and shading tools, are superior to Godot’s. Unity has more powerful rendering than Godot, and Unity’s render pipelines are scriptable and optimized for different platforms. In terms of cross-platform support, Unity is able to port to major consoles like the PlayStation, Xbox, and Switch. Unlike Godot, Unity offers visual scripting as a built-in feature, and the platform contains more built-in features than Godot overall. Unity’s larger community gives the platform more community support overall, including a wealth of tutorial resources and more asset store resources than Godot. Being the industry standard helped Unity establish its community, whereas Godot is newer and still steadily growing in popularity.

Studios like Supercell used Unity for its cross-platform support

Among the cons of Unity is the $200K revenue limitation on the engine’s free tier, as well as source code access being tier-dependent. In terms of engine performance, Unity suffers due to being more resource-intensive than Godot. Unity is also less integrated, with more reliance on 3rd-party features and the asset store due to its modular approach. When it comes to prototyping, Unity’s performance issues and crashes lead to larger compilation times and more overhead than Godot’s. In terms of beginner-friendliness, Unity’s extensive features and more complex interface give it a heavier learning curve than Godot’s. In terms of language support, Unity’s native C# is beaten by Godot’s 4 officially supported languages. Unofficial community-supported languages in Unity must be integrated through C#, unlike Godot’s powerful GDExtension. Unity lacks Godot’s 2D engine and workflow, instead treating 2D games as modified 3D games.

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        EXPERIENCE & BACKGROUND:

        [STUDIO] Blizzard Entertainment: Content, mechanics, and systems designer

        (Creator of Apex Legends & former Creative Director at Respawn)

        [GAME] World of Warcraft: MMORPG with 8.5 million average monthly players, won Gamer’s Choice Award – Fan Favorite MMORPG, VGX Award for Best PC Game, Best RPG, and Most Addictive Video Game.

        • Classic:
          • Designed Cosmos UI
          • Designed part of Raid Team for Naxxramas
        • Burning Crusade:
          • Designed the raid bosses Karazhan, Black Temple, Zul’Aman
          • Designed the Outlands content
          • Designed The Underbog including bosses:
            • Hungarfen, Ghaz’an, Swamplord Musel’ik, and The Black Stalker
          • Designed the Hellfire Ramparts final bosses Nazan & Vazruden
          • Designed the Return to Karazhan bosses: Attumen the Huntsman, Big Bad Wolf, Shades of Aran, Netherspite, Nightbane
        • Wrath of the Lich King:
          • Designed quest content, events and PvP areas of Wintergrasp
          • Designed Vehicle system
          • Designed the Death Knight talent trees
          • Designed the Lord Marrowgar raid
        • Cataclysm:
          • Designed quest content
          • Designed Deathwing Overworld encounters
          • Designed Morchok and Rhyolith raid fights
        • Mists of Pandaria: 
          • Overhauled the entire Warlock class – Best player rated version through all expansion packs
          • Designed pet battle combat engine and scripted client scene

        [GAME] StarCraft 2: Playtested and provided design feedback during prototyping and development

        [GAME] Diablo 3: Playtested and provided design feedback during prototyping and development

        [GAME] Overwatch: Playtested and provided design feedback during prototyping and development

        [GAME] Hearthstone: Playtested and provided design feedback during prototyping and development

        [STUDIO] Riot Games: Systems designer, in-studio game design instructor

        (Former Global Communications Lead for League of Legends)
        (Former Technical Game Designer at Riot Games)

        [GAME] League of Legends: Team-based strategy MOBA with 152 million average active monthly players, won The Game Award for Best Esports Game and BAFTA Best Persistent Game Award.

        • Redesigned Xerath Champion by interfacing with community
        • Reworked the support income system for season 4
        • Redesigned the Ward system
        • Assisted in development of new trinket system
        • Heavily expanded internal tools and features for design team
        • Improved UI indicators to improve clarity of allied behaviour

        [OTHER GAMES] Under NDA: Developed multiple unreleased projects in R&D

        Game Design Instructor: Coached and mentored associate designers on gameplay and mechanics

        [STUDIO] Moon Studios: Senior game designer

        (Former Lead Game Designer at Moon Studios)

        [GAME] Ori & The Will of The Wisps: 2m total players (423k people finished it) with average 92.8/100 ratings by 23 top game rating sites (including Steam and Nintendo Switch).

        • Designed the weapon and Shard systems
        • Worked on combat balance
        • Designed most of the User Interface

        [GAME] Unreleased RPG project

        • Designed core combat
        • High-level design content planning
        • Game systems design
        • Game design documentation
        • Gameplay systems engineering
        • Tools design
        • Photon Quantum implementation of gameplay

        [VC FUNDED STARTUP] SnackPass: Social food ordering platform with 500k active users $400m+ valuation

        [PROJECT] Tochi: Creative director (hybrid of game design, production and leading the product team)

        • Lead artists, engineers, and animators on the release the gamification system to incentivize long-term customers with social bonds and a shared experience through the app

        [CONSULTING] Atomech: Founder / Game Design Consultant

        [STUDIOS] Studio Pixanoh + 13 other indie game studios (under NDA):

        • Helped build, train and establish the design teams
        • Established unique combat niche and overall design philosophy
        • Tracked quality, consistency and feedback methods
        • Established company meeting structure and culture

        Game Design Keynotes:

        (Former Global Head of HR for Wargaming and Riot Games)
        • Tencent Studio
        • Wargaming
        • USC (University of Southern California)
        • RIT (Rochester Institute of Technology)
        • US AFCEA (Armed Forces Communications and Electronics Association)
        • UFIEA (University of Florida Interactive Entertainment Academy)
        • West Gaming Foundation
        • Kyoto Computer Gakuin – Kyoto, Japan