{"id":360,"date":"2026-04-25T05:26:28","date_gmt":"2026-04-25T05:26:28","guid":{"rendered":"https:\/\/blog.nilo.io\/godot-vs-unity-2026\/"},"modified":"2026-08-01T05:06:23","modified_gmt":"2026-08-01T05:06:23","slug":"godot-vs-unity-2026","status":"publish","type":"post","link":"https:\/\/www.nilo.io\/articles\/godot-vs-unity-2026","title":{"rendered":"Godot vs Unity: How to Choose the Right Engine for You"},"content":{"rendered":"<p><em>Written by: Nuno Leiria, Founder &amp; CEO @ Nilo | Last updated: July 31, 2026<\/em><\/p>\n<h2 id=\"key-takeaways\">Key Takeaways: Godot vs Unity vs Browser-Native Tools<\/h2>\n<ul>\n<li>Godot excels for 2D games and fast prototypes with its lightweight editor and MIT license that guarantees zero royalties forever.<\/li>\n<li>Unity leads for mature 3D pipelines, VR\/AR, console export, and studio job opportunities thanks to its established ecosystem and C# skills transferability.<\/li>\n<li>Neither engine offers true browser-native creation without installs or scripting, which leaves a gap if you want instant 3D world creation and sharing.<\/li>\n<li>Browser-native, AI-assisted platforms remove the usual learning curve of installs, scripting, and retopology while still delivering real engine performance.<\/li>\n<li><a href=\"http:\/\/nilo.io\/?utm_source=aga&amp;utm_medium=blog&amp;utm_campaign=aga_content\" target=\"_blank\">Try Nilo\u2019s browser-native creation platform<\/a> to build, play, and export real 3D games directly in your browser, with no installs and no code required.<\/li>\n<\/ul>\n<h2>Quick Comparison: Godot vs Unity at a Glance<\/h2>\n<p>The table below summarizes the core tradeoffs between Godot 4.7 and Unity 6 across the decisions you care about most. Keep it open as a quick reference while you read the deeper breakdowns in each section.<\/p>\n<table>\n<thead>\n<tr>\n<th>Criteria<\/th>\n<th>Godot 4.7<\/th>\n<th>Unity 6<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>Primary strength<\/td>\n<td>2D and stylized 3D<\/td>\n<td>Mature 3D, VR\/AR, mobile<\/td>\n<\/tr>\n<tr>\n<td>Scripting language<\/td>\n<td>GDScript (Python-like) or C#<\/td>\n<td>C# only<\/td>\n<\/tr>\n<tr>\n<td>License<\/td>\n<td>MIT, free forever, no royalties<\/td>\n<td>Free under $200K revenue in last 12 months, Pro at $2,520\/yr above that<\/td>\n<\/tr>\n<tr>\n<td>Editor install size<\/td>\n<td>Under 200 MB<\/td>\n<td>Several GB<\/td>\n<\/tr>\n<tr>\n<td>Console export<\/td>\n<td>Third-party only (for example, W4 Console Ports)<\/td>\n<td>Official SDK support<\/td>\n<\/tr>\n<tr>\n<td>Job market (2026)<\/td>\n<td>Growing in indie and remote roles<\/td>\n<td>Leads overall studio postings<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<h2>Beginner Friendliness: Godot vs Unity<\/h2>\n<p>Beginner friendliness depends on what you want from your first few weeks in game dev. Learning Unity means mastering three things at once: the Unity editor, C# programming, and Unity\u2019s specific API. That triple learning curve overwhelms many people in the first week. Godot\u2019s scripting language, GDScript, was designed alongside the engine itself, so the language and editor feel like one tool instead of separate subjects.<\/p>\n<p><a href=\"https:\/\/thegamingnest.com\/en\/articles\/07dc6fe8-975e-4945-b4a8-11636fd6c673\" target=\"_blank\" rel=\"noindex nofollow\">You can often write your first moving character within an hour in Godot<\/a> thanks to GDScript\u2019s tight editor integration and the \u201ceverything is a node\u201d architecture. Every object in your game becomes a building block you can attach to other building blocks. Unity\u2019s equivalent system, called GameObjects and Components, gives you more power for large projects but usually takes longer to click.<\/p>\n<p>The tradeoff is long-term skill growth. <a href=\"https:\/\/slashskill.com\/godot-vs-unity-in-2026-which-game-engine-should-you-choose\" target=\"_blank\" rel=\"noindex nofollow\">C# builds skills that transfer to web development, enterprise software, and other game engines<\/a>, while GDScript stays inside Godot. If your goal is a studio job, Unity\u2019s steeper curve may pay off later.<\/p>\n<p>For pure first-hour speed, Godot usually wins. For long-term career flexibility, Unity has an edge.<\/p>\n<h2>2D Game Development: Why Godot Usually Wins<\/h2>\n<p>Godot treats 2D as a first-class citizen. It uses real pixel units, a clean tilemap editor for building levels out of repeating tiles, and a dedicated 2D physics system. <a href=\"https:\/\/dev.to\/linou518\/godot-vs-unity-in-2026-which-engine-should-indie-developers-choose-50g4\" target=\"_blank\" rel=\"noindex nofollow\">For 2D genres like platformers, RPGs, roguelikes, and visual novels, Godot has almost no weaknesses and carries zero license risk.<\/a><\/p>\n<p>Unity\u2019s 2D tools work but sit on top of a 3D engine. <a href=\"https:\/\/engineranked.com\/article\/unity-vs-godot-2026-honest-comparison\" target=\"_blank\" rel=\"noindex nofollow\">Unity\u2019s 2D capabilities are essentially a 3D engine with 2D features bolted on<\/a>, which adds complexity when you just want a pixel-art platformer. Setting up a 2D character with collision, animation, and input <a href=\"https:\/\/choostgames.com\/blog\/godot-vs-unity\" target=\"_blank\" rel=\"noindex nofollow\">takes minutes in Godot, while the same setup in Unity involves configuring Rigidbody2D, colliders, the Animator state machine, and an input system that has changed multiple times across versions.<\/a><\/p>\n<p>For 2D projects, Godot is the clearer choice for most aspiring builders and already builders like you.<\/p>\n<h2>3D Game Development: Where Unity Still Leads<\/h2>\n<p>3D introduces more tradeoffs between the engines. <a href=\"https:\/\/ziva.sh\/blogs\/godot-3d\" target=\"_blank\" rel=\"noindex nofollow\">Godot 4.6, released January 2026, made Jolt Physics the default 3D physics engine<\/a>, which improves rigid body simulations compared with the prior system. Godot 4.7, released June 2026, added HDR output support and area lights. These upgrades help, but Godot\u2019s 3D documentation still has gaps, so you often solve problems on your own.<\/p>\n<p>Unity\u2019s 3D pipeline feels more battle-tested. Its Universal Render Pipeline (URP) and High Definition Render Pipeline (HDRP) give you more control over lighting and graphics. Unity also offers deeper asset-import workflows and a larger Asset Store, which is a marketplace of pre-made 3D models, scripts, and tools.<\/p>\n<p><a href=\"https:\/\/rocketbrush.com\/blog\/godot-vs-unity\" target=\"_blank\" rel=\"noindex nofollow\">Unity exhibits heavier engine overhead than Godot but provides more mature optimization tools that allow it to scale better for mid-scope commercial 3D production.<\/a> If you plan an open-world 3D game with complex lighting and a larger team, Unity\u2019s tooling usually handles that scale more reliably.<\/p>\n<p>For stylized or smaller-scope 3D projects, Godot feels competitive. For ambitious 3D worlds with professional production requirements, Unity still leads.<\/p>\n<h2>Licensing and Long-Term Costs You Can Expect<\/h2>\n<p>Godot uses the MIT license, which means you can use, modify, and ship commercially forever with no royalties or revenue thresholds. That guarantee removes licensing stress for your first project and for later ones.<\/p>\n<p>Unity\u2019s licensing history deserves attention. <a href=\"https:\/\/www.gamedeveloper.com\/business\/unity-is-killing-its-controversial-runtime-fee\" target=\"_blank\" rel=\"noindex nofollow\">Unity canceled the Runtime Fee policy on September 12, 2024 and reverted to its seat-based subscription model, with price increases for Unity Pro and Enterprise taking effect in January 2025.<\/a><\/p>\n<p>Today, <a href=\"https:\/\/unity.com\/products\/unity-personal\" target=\"_blank\" rel=\"noindex nofollow\">Unity Personal is free for individuals and small organizations with less than $200K USD of revenue and funds raised in the last 12 months<\/a>. <a href=\"https:\/\/unity.com\/products\/unity-pro\" target=\"_blank\" rel=\"noindex nofollow\">Unity Pro costs $2,520 per year ($210 per month per seat) above the $200K revenue threshold<\/a>, and Unity Enterprise is required for studios exceeding $25M in total annual revenue or funding.<\/p>\n<p>For a first project, both engines feel effectively free. The difference is certainty. Godot\u2019s MIT license cannot change, while Unity\u2019s terms have changed before.<\/p>\n<h2>Job Market and Career Path With Each Engine<\/h2>\n<p>Licensing certainty matters when you ship your first project, but your long-term career goals can point you in a different direction. <a href=\"https:\/\/gamineai.com\/blog\/the-2026-state-of-game-engines-unity-unreal-godot-and-the-rest\" target=\"_blank\" rel=\"noindex nofollow\">Unity holds the largest share of projects and job postings among major game engines in 2026.<\/a> <a href=\"https:\/\/www.itjobswatch.co.uk\/jobs\/uk\/unity%20(game%20engine).do\" target=\"_blank\" rel=\"noindex nofollow\">UK Unity roles show a median annual salary of \u00a367,500 in the six months to April 2026, an 80% year-on-year increase.<\/a> <a href=\"https:\/\/lemon.io\/rate-calculator\/unity-developers\" target=\"_blank\" rel=\"noindex nofollow\">Senior Unity developers in the US earn a median of about $57 per hour.<\/a><\/p>\n<p><a href=\"https:\/\/gamineai.com\/blog\/the-2026-state-of-game-engines-unity-unreal-godot-and-the-rest\" target=\"_blank\" rel=\"noindex nofollow\">Godot is growing in indie and remote roles<\/a>, but studio postings stay rare. If you want a professional game development career, Unity\u2019s C# skills carry further. If you mainly want to ship indie games or build for yourself, Godot\u2019s zero-cost model and faster iteration feel very practical.<\/p>\n<h2>Iteration Speed and Editor Feel While You Build<\/h2>\n<p>In a side-by-side test building the same prototype, Godot loaded the project in 13.5 seconds. Updating a movement script took 0.31 seconds to recompile in Godot versus 15.4 seconds in Unity.<\/p>\n<p><a href=\"https:\/\/godotengine.itch.io\/godot\/devlog\/898748\/godot-44-a-unified-experience\" target=\"_blank\" rel=\"noindex nofollow\">Godot 4.4 editor binaries are approximately 93\u2013161 MB depending on platform and build type<\/a>, while Unity can take 30 or more seconds per asset reimport. Asset reimport happens every time you change certain files, and those pauses stack up across an 18-month development cycle.<\/p>\n<p>For solo builders and small teams, Godot\u2019s faster loop means more time building and less time waiting.<\/p>\n<h2>Console Export and Other Platform Realities<\/h2>\n<p>Console export changes the decision quickly if you want to ship on PlayStation, Xbox, or Nintendo Switch. <a href=\"https:\/\/ziva.sh\/blogs\/godot-3d\" target=\"_blank\" rel=\"noindex nofollow\">Godot has no official console SDK integrations in 2026.<\/a> Console export requires third-party solutions like W4 Console Ports, which adds cost and complexity. Unity has official SDK support for major consoles, which makes it the practical choice for projects that must reach console platforms.<\/p>\n<p>For web export, both engines support browser-playable builds with WebAssembly. Unity 6 includes an experimental WebGPU backend that exposes more modern GPU features. Neither engine runs natively in your browser as a creator, since you still download and install the editor.<\/p>\n<h2>When to Choose Neither Godot Nor Unity<\/h2>\n<p>Before you commit to either engine, walk through these questions in order. If you answer yes to the last two, you are describing a different kind of tool than a traditional engine.<\/p>\n<ul>\n<li><strong>What type of game are you making?<\/strong> A 2D platformer or RPG points toward Godot. A complex 3D world or VR experience points toward Unity. A Roblox-style 3D world you want to share instantly suggests a browser-native platform.<\/li>\n<li><strong>How big is your team?<\/strong> A solo project or two-person team benefits from Godot\u2019s lightweight editor. A larger team with existing C# skills usually fits better with Unity\u2019s ecosystem.<\/li>\n<li><strong>Do you need console export?<\/strong> A yes here points to Unity. If not, both engines work, but Godot removes licensing uncertainty.<\/li>\n<li><strong>How important is licensing certainty?<\/strong> If you want zero-risk forever, Godot\u2019s MIT license fits. If you are fine managing subscription tiers, Unity works.<\/li>\n<li><strong>Do you want to build and play in a browser without installing anything?<\/strong> A yes here means neither Godot nor Unity delivers what you want out of the box, so a browser-native platform is worth a look.<\/li>\n<li><strong>Is scripting a wall for you right now?<\/strong> A yes here means both engines will slow you down, since they require code for interactivity. A platform with vibe coding, where you talk, text, or send images to the AI to generate working game logic, removes that wall.<\/li>\n<\/ul>\n<p>If you answered yes to the last two questions, you are looking for a browser-native, AI-native creation platform instead of a classic engine.<\/p>\n<h2>Browser-Native, AI-Native Creation With Nilo<\/h2>\n<p>Both Godot and Unity assume you will install software, learn a scripting language, and juggle a multi-tool workflow. You handle a modeling tool, a code editor, a game engine, and game design basics as separate steps. For many aspiring builders and already builders like you, that stack kills the project before it starts.<\/p>\n<p><strong><a href=\"http:\/\/nilo.io\/?utm_source=aga&amp;utm_medium=blog&amp;utm_campaign=aga_content\" target=\"_blank\">Start building in your browser right now, with no install, no code, and no waiting.<\/a><\/strong><\/p>\n<p>Nilo stands out among browser-native alternatives as a game engine first, not a prompt-to-game wrapper. You build inside a live 3D world where you can generate characters and props from text or sketches. Once you have those assets, you rig them with one click, which normally takes days in Blender, because Nilo\u2019s AI handles the bone structure for you. Those rigged assets export as Roblox-ready files without manual retopology cleanup, which makes the workflow much faster than traditional pipelines.<\/p>\n<figure style=\"text-align: center\"><img decoding=\"async\" src=\"https:\/\/cdn.aigrowthmarketer.co\/1775498576333-cc4147ffb5c1.png\" alt=\"Characters and world generated through Nilo, a browser-based 3D creation platform built for Roblox creators and game developers\" style=\"max-height: 500px\" loading=\"lazy\"><figcaption><em>Characters and world generated through Nilo, a browser-based 3D creation platform built for Roblox creators and game developers<\/em><\/figcaption><\/figure>\n<p>The platform runs on a custom engine with C++ physics compiled to WebAssembly and accelerated with WebGPU, so the browser interface does not sacrifice performance. You still get real engine behavior inside a tab.<\/p>\n<figure style=\"text-align: center\"><img decoding=\"async\" src=\"https:\/\/cdn.aigrowthmarketer.co\/1775498558906-2d7a57101ca9.png\" alt=\"Obby course generated through Nilo, a browser-based 3D creation platform built for Roblox creators and game developers\" style=\"max-height: 500px\" loading=\"lazy\"><figcaption><em>Obby course generated through Nilo, a browser-based 3D creation platform built for Roblox creators and game developers<\/em><\/figcaption><\/figure>\n<p>Nilo\u2019s model-agnostic AI layer hides multiple providers, including Meshy, Tripo, Nano Banana, Cartwheel, and Uthana, behind one interface. You always get the best available result without switching tools. As models improve, Nilo improves with them. The built-in code editor supports vibe coding, so you describe what you want a character to do in plain language and see working code appear with real-time feedback in your 3D world. You do not need Lua, C#, or GDScript to get started.<\/p>\n<figure style=\"text-align: center\"><img decoding=\"async\" src=\"https:\/\/cdn.aigrowthmarketer.co\/1775498523335-4f1ad3fb5e04.png\" alt=\"World generated through Nilo, a browser-based 3D creation platform built for Roblox creators and game developers\" style=\"max-height: 500px\" loading=\"lazy\"><figcaption><em>World generated through Nilo, a browser-based 3D creation platform built for Roblox creators and game developers<\/em><\/figcaption><\/figure>\n<p>Nilo Creators from the February 2026 survey describe the difference directly: <em>\u201cI do not have to spend hours on 3D modeling the simplest things, now I can use Nilo and do it in 15 seconds.\u201d<\/em> Another builder said, <em>\u201cI like how it feels like a good game engine rather than a vibe coding tool, with easy building and a good focus on being able to export and import content.\u201d<\/em><\/p>\n<figure style=\"text-align: center\"><img decoding=\"async\" src=\"https:\/\/cdn.aigrowthmarketer.co\/1775498489815-fadb26f77978.png\" alt=\"Characters and world generated through Nilo, a browser-based 3D creation platform built for Roblox creators and game developers\" style=\"max-height: 500px\" loading=\"lazy\"><figcaption><em>Characters and world generated through Nilo, a browser-based 3D creation platform built for Roblox creators and game developers<\/em><\/figcaption><\/figure>\n<p>Other browser-native platforms worth a look include Rosebud AI, PlayCanvas, Oasiz, Spawn, Bitmagic, Upit, and Arcade AI. When you compare them, focus on these points:<\/p>\n<ul>\n<li><strong>Vibe coding speed:<\/strong> How fast you can go from a text description to working game logic without writing code.<\/li>\n<li><strong>Model-agnostic flexibility:<\/strong> Whether you can switch between AI providers or stay locked into one model\u2019s output quality.<\/li>\n<li><strong>Game engine first architecture:<\/strong> Whether the platform runs on a real game engine with physics, collisions, and multiplayer, or just generates scenes in a preview window.<\/li>\n<li><strong>Real-time retopology:<\/strong> Whether the platform automatically adjusts polygon counts for places like Roblox, or still sends you back to Blender for cleanup.<\/li>\n<\/ul>\n<p>Rosebud AI focuses on code generation but does not provide a full game engine with deep 3D features. PlayCanvas is a browser-based engine acquired by Snapchat and sits between professional and consumer audiences. Nilo is built specifically for aspiring builders and already builders like you who grew up in Roblox and Minecraft and now want to create without a professional toolchain.<\/p>\n<figure style=\"text-align: center\"><img decoding=\"async\" src=\"https:\/\/cdn.aigrowthmarketer.co\/1775498504409-2166b6c2f713.png\" alt=\"Assets and world generated through Nilo, a browser-based 3D creation platform built for Roblox creators and game developers\" style=\"max-height: 500px\" loading=\"lazy\"><figcaption><em>Assets and world generated through Nilo, a browser-based 3D creation platform built for Roblox creators and game developers<\/em><\/figcaption><\/figure>\n<h2>The Short Version: How to Decide Fast<\/h2>\n<p>Godot wins on licensing certainty, 2D development, iteration speed, and beginner accessibility. Unity wins on 3D pipeline maturity, console export, VR\/AR support, and job market demand. Both engines solve different problems, so neither choice is wrong.<\/p>\n<p>If you are picking your first engine, start from what you actually want to ship. A 2D platformer for a game jam points toward Godot. A VR experience targeting Quest points toward Unity. A 3D world you want to share with friends this weekend, without installing anything or writing a single line of code, points toward a browser-native, AI-native platform like Nilo.<\/p>\n<p><strong><a href=\"http:\/\/nilo.io\/?utm_source=aga&amp;utm_medium=blog&amp;utm_campaign=aga_content\" target=\"_blank\">Jump into Nilo\u2019s open beta and build your first 3D world for free.<\/a><\/strong><\/p>\n<h2>Frequently Asked Questions<\/h2>\n<h3>Is Godot or Unity better for a complete beginner in 2026?<\/h3>\n<p>For most beginners, Godot feels like the faster starting point. GDScript, Godot\u2019s built-in scripting language, reads like Python and focuses on game logic with far less boilerplate than Unity\u2019s C#. The editor is under 200 MB, launches in seconds, and lets you get something moving on screen in your first session. Unity makes more sense as a first engine if your clear goal is a studio job, since C# transfers to web development and enterprise software. If scripting feels like a wall no matter which engine you pick, a browser-native platform with vibe coding, where you describe what you want to the AI in plain language, removes that barrier.<\/p>\n<h3>What happened to Unity\u2019s runtime fee, and is Unity free to use in 2026?<\/h3>\n<p>Unity announced a controversial Runtime Fee in September 2023 that would have charged developers per install after meeting revenue and install thresholds. Developer backlash was severe, and <a href=\"https:\/\/www.gamedeveloper.com\/business\/unity-is-killing-its-controversial-runtime-fee\" target=\"_blank\" rel=\"noindex nofollow\">Unity canceled the Runtime Fee policy on September 12, 2024 and reverted to its seat-based subscription model, with price increases for Unity Pro and Enterprise taking effect in January 2025<\/a>. Unity Personal remains free under the $200K revenue and funding threshold described earlier, with Pro and Enterprise subscriptions required above that level. For a first project, Unity feels effectively free, but Godot\u2019s MIT license provides stronger long-term certainty because it cannot change.<\/p>\n<h3>Can I export Godot or Unity games to Roblox?<\/h3>\n<p>Neither Godot nor Unity exports directly to Roblox. Both engines export standard 3D formats like FBX and glTF, which you can import into Roblox Studio manually, but that process usually needs retopology cleanup to meet Roblox\u2019s strict polygon limits of about 10K\u201320K triangles per mesh. Nilo is built for this workflow. It generates, optimizes, rigs, and exports Roblox-ready assets in one browser-based pipeline, with a real-time level of detail system that automatically adjusts polygon counts to meet Roblox\u2019s requirements. You can export as FBX, OBJ, STL, or glTF and import into Roblox Studio without manual cleanup.<\/p>\n<h3>Does Godot support console export in 2026?<\/h3>\n<p>Godot does not have official console SDK integrations in 2026. Shipping to PlayStation, Xbox, or Nintendo Switch requires third-party solutions like W4 Console Ports, which adds cost and complexity. Unity has official SDK support for major consoles, so it remains the clearer choice if console export is a hard requirement for your project.<\/p>\n<h3>What is Nilo, and how is it different from Godot and Unity?<\/h3>\n<p>Nilo is a browser-based, AI-native 3D creation platform built for aspiring builders and already builders like you, especially if you grew up in Roblox and Minecraft and now want to make your own games without installing software or learning a scripting language. Unlike Godot and Unity, Nilo runs entirely in your browser with no downloads, no setup, and no coding required to get started. It includes AI text-to-3D generation, one-click rigging, vibe coding, real-time retopology, and direct Roblox export in one place. Nilo works as a game engine first, not a prompt-to-game wrapper, so you build inside a live 3D world with real physics and multiplayer collaboration. It is currently in open beta and free to try at nilo.io.<\/p>\n<p><strong><a href=\"http:\/\/nilo.io\/?utm_source=aga&amp;utm_medium=blog&amp;utm_campaign=aga_content\" target=\"_blank\">Explore Nilo in your browser and start building for free today.<\/a><\/strong><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Godot wins on freedom and 2D; Unity leads in 3D and jobs. See the real trade-offs \u2014 and how Nilo lets you build in your browser, no installs needed.<\/p>\n","protected":false},"author":76,"featured_media":359,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"inline_featured_image":false,"footnotes":""},"categories":[1],"tags":[],"class_list":["post-360","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-uncategorized"],"_links":{"self":[{"href":"https:\/\/www.nilo.io\/articles\/wp-json\/wp\/v2\/posts\/360","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.nilo.io\/articles\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.nilo.io\/articles\/wp-json\/wp\/v2\/types\/post"}],"replies":[{"embeddable":true,"href":"https:\/\/www.nilo.io\/articles\/wp-json\/wp\/v2\/comments?post=360"}],"version-history":[{"count":1,"href":"https:\/\/www.nilo.io\/articles\/wp-json\/wp\/v2\/posts\/360\/revisions"}],"predecessor-version":[{"id":1098,"href":"https:\/\/www.nilo.io\/articles\/wp-json\/wp\/v2\/posts\/360\/revisions\/1098"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.nilo.io\/articles\/wp-json\/wp\/v2\/media\/359"}],"wp:attachment":[{"href":"https:\/\/www.nilo.io\/articles\/wp-json\/wp\/v2\/media?parent=360"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.nilo.io\/articles\/wp-json\/wp\/v2\/categories?post=360"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.nilo.io\/articles\/wp-json\/wp\/v2\/tags?post=360"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}