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I had this opinion when I first began working with Godot, which regardless of language I've just found incredibly intuitive. I used C#, but kept getting frustr
by the_other_b 6y ago
I had this opinion when I first began working with Godot, which regardless of language I've just found incredibly intuitive.
I used C#, but kept getting frustrated cause the support isn't at 100% (this is currently expected, I think C# is still declared alpha?). It was pretty easy to fill in the gaps between gdscript documentation vs C#, but certain built in functionality was missing.
My main use case for C# was strong typing, and the community support it has either with libraries or just getting answers online.
Eventually I caved in and tried gdscript. I can develop MUCH faster, and am still able to use types. You can also still use C# in the project, since the languages can communicate.
I think once C# has feature parity with Godot I'll move back to that, but until then, GDscript is great, and really easy to pick up.
- Decabytes 6y agoYou're right. C# support is not all the way there, but support continues to improve https://godotengine.org/article/csharp-ios-signals-events https://godotengine.org/article/csharp-ios-signals-events and will be better in 4.0 and potentially a 3.2.x release before then.