3 ms·
Yeah, I thought this too and was thrown off by learning a proprietary language but I found it didn't really get in the way both because of its familiarity and s
by bjconlan 7y ago
Yeah, I thought this too and was thrown off by learning a proprietary language but I found it didn't really get in the way both because of its familiarity and simplicity with talking to the event system and scene graph (as you would expect). Any shortcomings I found were clearly identified and documented. (Mind you this was a basic parallax game so was a shallow dive). It's really a hard thing to balance and can understand why c# would be choosen to perhaps deprecate this (but this choice I think is mostly from unity's success (and convertible user base)