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by cain 1431 days ago
The limitations of Godot's in-engine text editor can be compensated by a more powerful external editor: VScode, emacs, vim, etc. An example would be the lack of remappable keybindings: this can be overcome by using an external editor.
2 comments

But the strength of Godit's native scripting is its integration with the rest of the editor. Can the vscode plugin match that?

I find the Godot native editor annoying (and it lacks vi keys!) amd clunky and long for multiple tabs but it increases productivity enough that I wouldn't give it up.

I can't speak to the strengths of the VScode plugin, but if it's anything like the emacs gdscript plugin (which I use with Spacemacs + vi keybindings), then the integration is very tight. I get just as much completion as I do in the in-engine editor, I can run/debug/breakpoint etc. I've been using it for ~2 years.
The fact that this is an argument for anything at all is questionable because it implies you don't use your favorite text editor for any program similar to Unity. When I was using the program I didn't even know it had a text editor because I just alt tabbed to Sublime Text. I would expect many others to do this too because in general I've always just found that the "built in text editor" of any program (whether it be a VPS's control panel or GitHub) is always bad compared to an external one.