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>You can also use C#’s events, which are strongly typed, but if you need to interface with node events, you should use Godot’s signal system. Nope. Nope. Nope.
by 999900000999 4y ago
>You can also use C#’s events, which are strongly typed, but if you need to interface with node events, you should use Godot’s signal system.
Nope. Nope. Nope. Nope, I wasted 2 hours of my life trying to get these signals to work in GD script.
I'm going to try some other open source engines, but trying to jerry-rig an extra language on top of a relatively immature engine isn't a very good idea.
Now I imagine if Microsoft decided to come out of an engine, they could rationalize supporting six or seven languages. But if you're already a small project, what ends up happening is the other language support just isn't as good
- cain 4y agoWhat issues did you have with GDscript's signals? I've been using Godot for > 2 years and had no issues with them.
- nchi3 4y agoWhat didn't work for you? I remember thinking events were surprisingly easy to use with GDScript when I tried the Godot 4 alpha earlier this year.
- 999900000999 4y agoCompared to Get component with Unity, sending messages isn't all that great. I'm looking at some other OSS engines now
- dimgl 4y agoWhat? This is not at all what the author is describing (or even what you're insinuating is bad in Godot).
- bj-rn 4y agoCheck out https://github.com/stride3d/stride https://github.com/stride3d/stride It's MIT and fully written in C#.