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by Nition
1000 days ago
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There was a time when Unity leaned heavily on UnityScript. The manual defaulted to it, the sample projects all used it, most tutorials used it and so did most of the asset store. As Unity continued to change more from a hobbiest game engine to one used by professionals, things changed and C# became the default. |
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Maintaining two API binding layers is perfectly feasible with the attention and resources Godot is attracting.
Unlike with Unity interested parties can jump in and lend a hand. You'll have two groups(perhaps overlapping) maintaining the compiled and script bindings.
Maybe GDScript could just get the concept of a struct and the differences minimized over time too.