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by panza
641 days ago
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I'm a commercial dev, previously used Unity, now using Godot. This comment rings true of GD Script and signals. I get around this by using C# and its event handling. Working with nodes and editor bugs (or features? Hard to know really) is probably the most frustrating - you can really feel that this was initially built for 'smaller' projects. For this reason, I rarely use the editor outside of setting up the scenes and a general hierarchy. Daily tools: Emacs (with C# LSP) most of the time. VS Code for debugging. Godot editor for tweaking the scene tree. Perhaps this perspective is useful for other devs thinking about Godot. |
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