Why are so many people still on older Godot versions? What stops you from upgrading?
▲ 191 r/godot

Why are so many people still on older Godot versions? What stops you from upgrading?

I’ve noticed that a lot of developers are still using older versions of Godot, especially Godot 3.x, even though Godot 4.x has been out for a while and is actively developed.

From what I’ve seen in documentation, changelogs, and migration discussions, Godot 4 brings a lot of improvements: better rendering, modern APIs, improved 3D pipeline, and long-term support. The official docs even highlight that while migration can be painful, the newer versions fix many issues that simply cannot be addressed in 3.x due to engine limitations.

At the same time, I keep seeing people sticking to older versions for real projects, not just nostalgia or habit.

So I’m genuinely curious:

What exactly is stopping you from moving to the latest Godot version?

Is it:

project migration cost and breaking changes?

missing or changed features compared to Godot 3?

performance or hardware compatibility concerns?

lack of stable tutorials and community examples for 4.x?

plugins/addons not being updated yet?

something else entirely?

From what I’ve read and experienced, the biggest friction points seem to be:

Godot 3 to 4 is not a seamless upgrade, many scripts and scenes require manual fixes

some systems like tilemaps, rendering changes, or physics differences can require redesign

older projects can break in non-obvious ways after conversion

some developers prefer stability and known behavior over new features, especially mid-project

At the same time, newer discussions suggest that Godot 4.x is now much more stable than at launch, and the gap between 3.x and 4.x keeps growing in terms of features and long-term support.

So I’m trying to understand the real-world reasons people still choose older versions

u/niko_death — 1 day ago
▲ 3.1k r/GodotEngine+1 crossposts

Godot community feels like one big family

I recently came across a meme that someone made about a year ago. The joke was basically that in other engine communities you ask for a solution and people reply, "Here's an asset—it's only $15." But in the Godot community, someone says, "I made a plugin," and uploads it to GitHub for free with the full source code available.

That meme made me realize that this is honestly how the Godot community feels to me.

In many other engine communities, useful assets, plugins, or tools are often sold. And there's absolutely nothing wrong with that—people invest their time and deserve to be paid for their work.

But with Godot, I keep seeing something different.

Someone creates an amazing plugin and simply uploads it to GitHub for free. The entire source code is open. Then someone else fixes bugs, another person adds features, and someone else improves the documentation. People contribute not because they have to, but because they genuinely want to help each other.

Because of that, the community doesn't just feel like a group of people using the same engine. It feels like a big family. There's a real sense of collaboration, openness, and wanting everyone to succeed.

I'm not saying other engine communities don't have generous people—they absolutely do.

But Godot is where I truly got to experience the real spirit of open source. People share their code not because they have to, but because they genuinely want to create something useful for others. Here, open source feels like much more than just a license—it's a culture.

So thank you to everyone who shares their time, knowledge, and code. You're a huge part of what makes this community so special.

u/niko_death — 1 day ago

I’m broke — ask me anything

Most of my life, I’ve periodically ended up in extremely difficult situations — at times I was literally homeless. I’ve struggled with drug addiction, I’ve been hospitalized in a psychiatric hospital, and at one point I was even in a coma.

Right now, things are generally stable, but financially I’m still in a very difficult position.

Due to injuries I’ve accumulated over the past few years working physically demanding jobs (mainly construction and similar work), I’m currently not really able to work properly.

When I did have work, I had money as well — sometimes even good money. But I wasn’t always able to manage it well: I lost some of it for different reasons, and I also made decisions that didn’t help me keep it. Even when I earned decently, I often still felt poor.

I try to be financially responsible and slowly improve my situation, but sometimes it still feels like I haven’t moved that far away from the times when I had to fight for discounted or expired food outside supermarkets alongside pensioners.

Sorry if this text is a bit messy...

reddit.com
u/niko_death — 6 days ago
▲ 146 r/godot

Show me your first Godot project vs what you’re working on now

It got me curious — how did everyone else start out?

If you’re using Godot, please show:

your very first project (screenshots or even a short video)

when you made it / how long you had been learning at that point

and your latest project or something you’re proud of now

No judgment at all — even the most “broken” first attempts are really interesting to look at. It’s cool to see how people grow over time.

u/niko_death — 6 days ago
▲ 246 r/godot

Is C# actually becoming the better default choice for Godot?

I've been using Godot for a while now, and lately I've found myself reaching for C# more and more instead of GDScript.

This isn't because I think GDScript is a bad language. Quite the opposite. It's probably one of the biggest reasons Godot is so approachable. The syntax is clean, iteration is incredibly fast, and it's hard to beat the feeling of opening the editor and immediately writing gameplay code.

But once a project starts growing, I feel like the trade-offs become much more noticeable.

Refactoring larger codebases feels safer in C#. Static typing catches mistakes before I even hit Play. The tooling is better. Navigation across bigger projects is easier. And I simply feel more confident making large architectural changes.

At the same time, I understand why many people prefer GDScript. It's tightly integrated with the engine, requires almost no setup, has excellent documentation, and is arguably the language that makes Godot feel like Godot.

What I'm wondering is whether we're holding onto GDScript as the "default recommendation" mostly because of tradition and accessibility.

If someone started learning Godot today with the goal of building a serious commercial game over the next few years, would GDScript still be your first recommendation?

Or would you tell them to invest in C# from day one?

I'm not trying to start a language war. I'm genuinely curious where the community stands today, especially now that Godot has matured and more large projects are being built with both languages.

reddit.com
u/niko_death — 9 days ago
▲ 61 r/godot

How are you structuring your Godot projects architecturally?

I've been spending a lot of time thinking about architecture before committing to a codebase, and I'm curious what others have landed on.

Here's the approach I settled on:

Resource as single source of truth. All state lives in Resource objects. Nodes are just views — they react to signals, they don't own data.

Dependency injection via @export No get node("/root/...") anywhere. If a node needs a dependency, it receives it through exported properties.

Signals go up, calls go down. Children emit signals, parents call children. Never the other way around.

EventBus as Autoload — but sparingly. Reserved for true cross-system communication. Hard cap of 5–8 Autoloads total, all genuinely global.

State machines in separate files. Each state is its own script. No giant match blocks crammed into a single node.

What are you all doing? Is anyone going full ECS or DOD? Has anyone found a pattern that works particularly well for a specific genre? Would love to hear different approaches.

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u/niko_death — 10 days ago
▲ 56 r/apvote+2 crossposts

Что вы думаете/как относитесь ... употреблении алкогольной продукции?

u/niko_death — 10 days ago