Video summary
I Made The Same Game in Unity and Godot, Which Engine is Better?
Main summary
Key takeaways
Overview
Thomas Grové (game designer) recreated the same simple horror-game prototype in Unity and Godot to compare performance, usability, workflow friction, build/load times, install size, and profiling results. He aimed for an apples-to-apples comparison by starting from his Unity work (already had the character controller, camera transitions, scene transitions, and a custom dither shader) and porting it to Godot.
Key technological comparisons & findings
1) Install size / disk footprint
- Unity install size: about 21 GB (Unity Hub + editor)
- Godot install size: about 164 MB
Takeaway: Godot is ~129× smaller, which can matter on limited-storage machines.
2) Editor + project startup time
From “nothing” to loading his project:
- Godot: ~13.5 seconds
- Unity: ~1 minute 20 seconds
Takeaway: Godot starts much faster for initial editor/project load.
3) Gameplay parity / visual matching
- He ran both versions simultaneously with one controller controlling both.
- He couldn’t reach a perfect one-to-one match (e.g., walk speed tuning differed, character/exit timing mismatched).
- Visuals:
- Dither effect and basic lighting/textures looked “fine” in both.
- He preferred Godot’s look slightly, especially corner fading to black applied more liberally in Godot.
4) Camera follow system
- Unity approach: Cinema Machine
- Godot approach: custom follow camera
Takeaway: Though he was hesitant to roll his own, he preferred his Godot solution for controllability/simplicity.
5) Workflow / architecture differences
Overall he spent about similar time on both, but:
- Even though Godot might feel like it should be faster after doing Unity first, he had less motivation to redo work.
- Learning Godot nuances was sometimes frustrating for someone experienced with Unity.
Example friction points:
- Rigged characters / animation requirements
- Unity: can work with T-pose or A-pose; root motion optional
- Godot: prefers T-pose
- For non-root-motion, root motion should be disabled, which may require re-export or conversion steps (e.g., Mixamo versions without root motion, Blender edits, or a plugin)
- Unity FBX workflow is simpler; Godot requires extra steps to save/map animations into resources/animation libraries.
6) Rendering pipeline maturity & custom shader needs
- He felt Unity URP is more mature than Godot’s pipeline for his requirements.
- Shader requirement:
- He needed a dither effect applied after transparency, not before.
- In Unity, he created a custom compositor/HLSL shader to place the effect correctly.
- He believes this may reduce performance a bit (later reflected in metrics).
7) Editor UX “gotchas”
- Editor behaviors can hide properties until you expand them (example: clicking to reveal material properties).
- Some workflows require material variants/instances so edits don’t apply globally.
8) Script/shader compile times (Unity pain point)
Unity compile time for a major script (character controller) after changes:
- Godot: ~0.5 seconds
- Unity: ~15.5 seconds
Takeaway: Unity compilation was ~31× slower in this test, contradicting his past experience with Unity’s “instant” iteration.
9) Export / build size and build times
- Unity seemed to export “optimized” assets by default; Godot can do similar but is not on by default.
- First Godot export produced a larger file because source assets were included.
- He fixed this by reorganizing assets and excluding source folders/resources during export.
Build time to PC (first build):
- Unity: ~15 minutes
- Godot: ~2–2.5 seconds
Second Unity export:
- ~52–53 seconds (still far slower than Godot, but improved vs first run)
10) Game launch time from builds
After exporting, load times:
- Godot: ~2 seconds + frames
- Unity: ~10.5 seconds
Takeaway: ~5× faster launch for Godot in his test.
Performance / FPS & profiling results
FPS target and VSync
- Intended target: 60 FPS
- He disabled VSync to measure “headroom.”
Initial profiling confusion (Godot shows different profilers)
- Godot “appeared” to run at ~950 FPS while Unity was ~200–300 FPS.
- Cause: Godot has two profilers (logic/physics vs rendering).
- He initially looked at the wrong one; after correcting, the rendering comparison became more meaningful.
Frame rate (final export, barebones room)
- Unity final export: ~650 to ~730 FPS
- Godot final export: similar range in the corrected measurement
- He notes results were close, except for one case.
GPU vs CPU utilization
- Godot: ~95% GPU, ~8% CPU → more GPU-bound
- Unity: ~76% GPU, ~29% CPU → more CPU overhead
Lighting change test in Godot
- He changed global illumination from Voxel GI to Lightmap GI and adjusted resolution.
- Result: Godot FPS increased to about 630 FPS.
System load restart test (reducing background interference)
He restarted and reran both without background apps (Godot/Unity/DaVinci Resolve/OBS):
- Godot: ~1050 FPS
- Unity: ~850 FPS
- He notes results are somewhat inconclusive due to test conditions.
Overall conclusion
- Based on his collected metrics, Godot beat Unity on every metric except the final output FPS, and even there the FPS results were pretty close.
- Both engines exceeded his practical needs by a large margin (he reported ~600 FPS headroom), so performance was not the deciding factor.
- He expects to continue with Godot due to:
- faster iteration/build/load
- more tailored/custom feel
- generally strong performance
Mentions of guides/tutorial-style points
- Editor/property visibility gotcha: properties can be hidden until you click/expand them (relevant when following tutorials).
- Godot export gotcha: you must configure resource inclusion/exclusion manually to avoid packaging unnecessary source assets (Unity-like behavior isn’t automatic by default).
- Godot animation pipeline gotcha: pose/root-motion expectations and extra steps/resources mapping.
Main speakers / sources
- Thomas Grové (primary speaker; game designer conducting the Unity vs Godot test)