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The way it’s designed is just nice - in unity if you’re trying to do something the engine doesn’t do by default, it feels like you’re almost fighting it. But in Godot a lot of the engine’s built in features are just things you can add yourself - resources, nodes, and editor plugins.
Also, support for serializing/deserializing dictionaries. When I used unity a few years ago it didn’t have that feature and afaik it still doesn’t.
The way it’s designed is just nice - in unity if you’re trying to do something the engine doesn’t do by default, it feels like you’re almost fighting it. But in Godot a lot of the engine’s built in features are just things you can add yourself - resources, nodes, and editor plugins.
Also, support for serializing/deserializing dictionaries. When I used unity a few years ago it didn’t have that feature and afaik it still doesn’t.