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by sfteus
1435 days ago
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> If you can't map things one to one from a different program or close to that through a plugin I've only used Godot in a hobby context, but the full on C# support compared to other engines is pretty amazing. Just as a proof of concept I imported an open source C# library I've worked on that's designed to play old DOS music formats, created a small wrapper node with control functions, and I was able to control it as expected from within GDScript nodes right out of the box. Only issue I would have seen down the road would be cross-platform compatibility since the library itself was Windows only. Caveat: I can't say I've ever got far enough in Unity to say if the C# support is of a similar scope. Godot just "clicks" better for me, so I've gotten way farther with it than anything I've done in Unity. |
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But that's the point. We're discussing things from a developer point of view. This happens almost every day by now. That's not the issue. The issue is how everyone else struggles with Godot compared to Unity, if at all. When even basic particle patterns require diving into shader logic in 3.4 or loads of trial and error, that's a pretty hard sell for non-technical people.