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@@ -57,7 +57,7 @@ Note that Godot editor allows you to dock each panel at the side of the scene ed
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While both editors may seem similar, there are many differences below the surface.
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Both let you organize the project using the filesystem,
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but Godot's approach is simpler with a single configuration file, minimalist text format,
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-and no metadata. All this contributes to Godot being much friendlier to VCS systems such as Git, Subversion, or Mercurial.
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+and no metadata. All this contributes to Godot being much friendlier to VCS systems, such as Git, Subversion, or Mercurial.
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Godot's Scene panel is similar to Unity's Hierarchy panel but, as each node has a specific function,
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the approach used by Godot is more visually descriptive. In other words, it's easier to understand
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@@ -92,7 +92,7 @@ This is the most important difference between Unity and Godot and, actually, the
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Unity's scene system consists of embedding all the required assets in a scene
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and linking them together by setting components and scripts to them.
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-Godot's scene system is different: it actually consists in a tree made of nodes.
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+Godot's scene system is different: it actually consists of a tree made of nodes.
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Each node serves a purpose: Sprite, Mesh, Light, etc. Basically, this is similar to the Unity scene system.
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However, each node can have multiple children, which makes each a subscene of the main scene.
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This means you can compose a whole scene with different scenes stored in different files.
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@@ -145,7 +145,7 @@ new specific node that has collision properties. Godot features various collisio
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- Question: What are the advantages of this system? Wouldn't this system potentially increase the depth of the scene tree? Besides, Unity allows organizing GameObjects by putting them in empty GameObjects.
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- First, this system is closer to the well-known object-oriented paradigm: Godot provides a number of nodes which are not clearly "Game Objects", but they provide their children with their own capabilities: this is inheritance.
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- - Second, it allows the extraction a subtree of the scene to make it a scene of its own, which answers the second and third questions: even if a scene tree gets too deep, it can be split into smaller subtrees. This also allows a better solution for reusability, as you can include any subtree as a child of any node. Putting multiple nodes in an empty GameObject in Unity does not provide the same possibility, apart from a visual organization.
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+ - Second, it allows the extraction of a subtree of the scene to make it a scene of its own, which answers the second and third questions: even if a scene tree gets too deep, it can be split into smaller subtrees. This also allows a better solution for reusability, as you can include any subtree as a child of any node. Putting multiple nodes in an empty GameObject in Unity does not provide the same possibility, apart from a visual organization.
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These are the most important concepts you need to remember: "node", "parent node", and "child node".
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@@ -175,7 +175,7 @@ It is reusable, and each instance of the prefab that exists in the scene has an
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but all of them have the same properties as defined by the prefab.
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Godot does not provide prefabs as such, but this functionality is here, again, filled thanks to its scene system:
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-As we saw the scene system is organized as a tree. Godot allows you to save a subtree of a scene as its own scene,
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+As we saw, the scene system is organized as a tree. Godot allows you to save a subtree of a scene as its own scene,
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thus saved into its own file. This new scene can then be instanced as many times as you want.
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Any change you make to this new, separate scene will be applied to its instances.
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However, any change you make to the instance will not have any impact on the 'template' scene.
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