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This is fantastic! This actually puts the engine ahead of Unity in terms of scripting since those guys target a rather outdated version of C#/Mono. Now I can't
by apk-d 9y ago
This is fantastic! This actually puts the engine ahead of Unity in terms of scripting since those guys target a rather outdated version of C#/Mono. Now I can't wait to play around with Godot.
(Modern) C# is my favorite language, but I've been looking into F# recently. Wonder if someday that might be an option in Godot as well. Given how both languages compile to the same binary format, there have been workarounds to use it in Unity even though it's not officially supported.
- sebazzz 9y agoI believe Unity was investigating embedding the .NET Core runtime instead, for performance gains due to a better GC and better JIT. Therefore I find it very odd they chose to use the Mono runtime. It sounds to me the .NET Core runtime is a much better choice, since the underlying CLR is in the basis the same as the .NET Framework CLR, including the Ryujit and all the other goodies.
- pjmlp 9y agoUnity targets many systems where .NET Core doesn't exist, e.g. games console. Mono is only used in some targets, they actually compile to native code via IL2CPP for production deployment.
- pjmlp 9y agoUnity compiles C# to actual native code via IL2CPP, Godot doesn't do it, as far as I can understand it. The Unity is already supporting 4.6 on its beta version.
- deleted 9y ago[deleted]
- SugoiDev 9y ago4.6 is supported on all versions after 2017.1, but it is still labeled as experimental and not enabled by default.