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by drewmate 1670 days ago
Pretty decent support for mono and C# in Godot 3.x. It’s not perfect, but most things are well supported. There is a proposal to move everything to .NET 6, but it has been delayed until after the big Godot 4.0 release (4.1 next year at the earliest.)

https://github.com/godotengine/godot-proposals/issues/2333

A big challenge is that the current architecture requires a custom build of the engine that builds the whole executable as a .NET app that just happens to execute all the C++ engine code rather than a regular executable that integrates other languages as a plug-in. In theory, this is fine, and maybe ideal for modern .NET, but I don’t think there is much institutional support within the project for making special exceptions for C#. I believe they also no longer have the source of external funding (maybe MS?) that funded the original mono integration.

So, from my perspective, C# development has languished and might not make the leap to Godot 4. It appears to suffer from a chicken/egg problem where a majority of current users simply prefer GDScript. I think it would be a loss to drop C#, however, as I’m sure there are developers out there (myself included) who would prefer a modern .NET integration over mono and are holding out to see what the future holds.