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I am a novice (read: low-budget) designer looking at moving from Pygame to a real engine, and between Unity and Godot it looks like the latter has a much better 2D engine [1, 2, 3]. I would be happy to support Godot's open-source model except that, as far as I can tell, its built-in navigation mesh is purely static--i.e. it can't update its path to account for dynamic obstacles [4, 5]--while Unity's pathfinding system can [6].

So my question is: Am I "stuck" with Unity? Or is there functionality that I haven't yet been able to find? Or, alternatively, is GDScript significantly faster than Python such that basic algorithms like fixed-grid A* would do the job?

Edit: By "stuck" with Unity I don't mean that it's a bad option or that there aren't good options; I mean, 'if I need good pathfinding, do I have to give up on Godot and use what would otherwise be a second-choice engine?'

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  • \$\begingroup\$ Stuck with Unity? What about Unreal? I'm sure there are other options as well. \$\endgroup\$ – Almo Jun 20 '18 at 15:30
  • \$\begingroup\$ @Almo That was poorly worded; I meant more broadly "stuck" with something that's not Godot (which may turn out to be just as good). Edited. \$\endgroup\$ – Kellan M Jun 20 '18 at 16:06
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    \$\begingroup\$ This looks like a "which technology should I use" question. I think we could make this more constructive by focusing on "how can I achieve dynamic pathfinding in Godot?" - that way the answer isn't just yes or no; a positive answer should include a method to achieve that result. If you can present a concrete example of the pathfinding scenarios you need to solve in your game, that will help focus solutions on meeting those specific requirements. \$\endgroup\$ – DMGregory Jun 20 '18 at 16:27
  • \$\begingroup\$ @DMGregory That makes sense; I'll re-write and re-submit. \$\endgroup\$ – Kellan M Jun 20 '18 at 17:05

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