- When playing non-OGV video files there will always be a black screen in the first frame of the video, no way around it
- OGV video streams suffer from sound stuttering problems on playback
- There are some performance bottlenecks around 3D and occlusion culling, which will hopefully be fixed in 4.0
- No browser web view so you cannot use HTML for markup or design, meaning making interactive pages (like an in-game wiki) is a massive slog
- Font-rendering issues with blurriness and lack of pixel-perfect sizing (if you are doing retro pixel art fonts they will suffer from anti-aliasing)
- Importing 3D assets is wonky and you still need to write custom import tooling scripts in order to make it even slightly usable. Even then you will most likely have to redo all the lighting on your models
I think Godot 4.0 will be a great leap forward and I'm very much rooting for them. But if you are trying to make a big 3D A-level game, you will spend a lot of time with your head in your hands. At least with Unity and Unreal they have large asset marketplaces and very active communities so you can get around a lot of frustrations. Godot is still quite small in that regard. However for 2D or smaller scoped 3D indie games, it's really powerful and versatile. I personally enjoy the Godot workflow with nodes and signals connecting them much more than my experience with Unity and prefabs, which I found to be a bit convoluted.
But I agree that they're still the underdog, and people who were holding out until 3.0 might continue holding out until 4.0 if they're planning on doing a demanding 3D game. I'm rooting for them still too though.
The stock editor workflow is solid enough and overall fairly pleasant, but the documentation is abysmal, features aren't up to par with the Unity of even a decade ago, and code quality is "improving". I also have absolutely no clue why the world needed an even worse rehash of python that has absolutely no compatibility with any of the python ecosystem. I've read their blog post. I still do not understand.
Godot 4 looks much more promising on the feature front, GDNative is passable, and at the very least, you can fix the engine yourself if you need to. I don't feel much of a sense of loss from ditching Unity.
I personally would wait until after Godot 4 and the new GDExtension system are out and, if it's possible, people start making language support as plugins rather than needing to recompile Godot from source.
Godot is light and simple.
Unreal and unity offer sophisticated features for developers who can't take the time to do some low level.
But:
1. Inexperienced developers should not aim for high end graphics and features in the first place, so using those engines is irrelevant to them, they should learn to do simple things themselves. The big race for graphics quality belong to AAA games who don't use those engines.
2. Experienced developers are working for complex games, and are able to avoid the clutter of unity and unreal, because they know what game they want to do, or they work with custom made engines, tailored for their needs.
Unreal and unity are monsters, because they're generic and do everything at the same time.
Godot is the best solution in my opinion. Do small things if you can, avoid big things. If you want to do big things, have the ambition to do them right, and like actual professional developers, don't use unity or unreal.
But don't take my word for it there was a good Unity vs UE twitter thread just last week [1]
[1] https://twitter.com/andrewpprice/status/1514168832738607111