I feel like Godot’s AnimationTree is significantly more valuable and useful than Unity’s Animator component. You can nest your Statemacchins or blend trees or BlendSpace2Ds. You can attach scripts to individual Statemachine Transitions if you wanted.
You also have access to the Advance Expressions, which is a fantastic way to not have to manually set a billion bools
And you can actually manipulate all of this from code, something I detested about Unity was how locked out I felt from the Animator component, and the legacy animation system is beyond old and depreciated. Godot doesn’t lock anything away and you can modify everything you want from code, if you need.
Curious if maybe I missed something with my time in Unity, but it made me frustrated and annoyed more than anything.
I believe this to be an emergent result of godots node structure. All those classes for animation extend from Resource, so you can do much the same things with them as you do with any other resource.
Unity otoh is composed of a bunch of discrete systems which don’t share anything with each other, don’t talk to each other, are developed in isolation from each other, and as a result barely work together.