Sonic Color's remaster. But it's not a good example when talking about stability. I feel half of it is on the engine and half on the fact that they were porting a Wii game to modern consoles (despite being gen 7, the Wii had ancient techniques for lighting and textures. Which is where many issues of the port came from).
The Sonic Colors Remaster had an infamous strobing issue on the Switch before it was fixed. Cassette Beasts, a great game on Godot (https://godotengine.org/article/godot-showcase-cassette-beas... ), had weird performance issues for a relatively simple graphics game.
Godot on consoles isn't as seamless as Unity, unfortunately.
There’s quite a few. The biggest one right now is Godot. There’s still MonoGame, Open3D, Unreal, and others. Unity has one thing these others don’t (outside of Unreal) and that’s a healthy asset store. Solo indie devs aren’t necessarily the best artists. We know the math, but lack the eye.
I do have the eye, but lack the skills in my hand. I can do shiny art, but am so slow compared to an skilled artist. So why should I do their jobs?
Blender has also an asset store btw, but not really comparible (yet). But the blender foundation would be a player I would trust to invest in them. I always stayed away from unity and it seems my gut feeling was right.
I’m aware of the various assets stores and anyone who compares them has never used Unity’s. There’s plenty of places to get 3D models. There’s one place to get game ready, rigged, low poly, high quality models and assets.
Every store requires work on the devs part, Unity’s doesn’t (or extremely little).
I also don’t want to give Unity any more money so buying assets from them and porting them isn’t my idea of a good time.
well I guess that's my personal issue. my projects weren't going for low poly so that's probably where Unity's asset options just fall off a cliff for me.
Granted, I was off the unity train for over a year for personal reasons, but it still helped get me into industry.
There’s quite a few art asset marketplaces though. You’ll find most art is sold across all of them as well as it’s obviously easy to do. The move by Roblox to make their creator store denominated in dollars is likely a move to reduce the friction to attract these sellers there as well.
The Unity asset store isn’t limited to Unity (yet…). If you’re ising Unreal or Godot or whatever, there’s no reason you can’t use assets from the Unity store. (With the exception of code assets of course)
Its fairly trivial to buy art assets from the Unity asset store and port them to Godot, there are tools to do it automatically. They are just meshes and textures after all.
One of the others is Panda3D. It's not on a lot of people's radars but you can use it with Python and C++. It's pretty code oriented which might not be everyone's cup of tea but I enjoy working with it.
Disney thanks you. No one else uses that engine really. It’s perfectly fine for 2008. It doesn’t have a modern rendering pipeline, doesn’t support DX12, Vulkan, or Metal.
If that’s your requirements, use my engine Reactor3D.
Technically it's from around 1993 so it's even older! There's a decently size community around it gets about 20,000 downloads a month which isn't that bad.
Godot is already a great, viable option for many games, and it's only getting better with each point release. Official (paid) console ports are coming in the near future. An asset store is coming, probably next year.
It's not a drop-in replacement for Unity, but nothing is.
Godot and yes although it isn't at parity at this point as more people adopt it it will increase in the number of features, especially if people choose to support it monetarily.