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Yes, C# is definitely getting a leg up these days (nearly a decade later than Microsoft's and Mono/Xamarin's separate big attempts to make it happen), but it is
by WorldMaker 4y ago
Yes, C# is definitely getting a leg up these days (nearly a decade later than Microsoft's and Mono/Xamarin's separate big attempts to make it happen), but it is still seen as more of a "scripting language" than source or engine language. Unity itself is still built in C/C++. Godot is written in C/C++ and its default scripting language is the odd GDScript with some unique C/C++-isms and it takes extra effort to use C# with Godot (though a lot of post-Unity devs seem to be growing happy with C# in Godot these days). Unity is semi-closed/proprietary source so doesn't get a lot of indie dev contributions, but Godot is open source and I have heard of indie devs needing to contribute C/C++ upstream.
(As an aside: I've got my eyes on FNA which just hit some milestones with using .NET 7 AOT for pure C# games on the major consoles. That's pretty exciting.)
Unreal is the truly wild one because to my understanding Unreal Engine Blueprints are a terrible half-baked not-quite-scripting language and most Unreal developers have to do most of their "proper" scripting in C/C++ directly. (With some statistical anomalies allegedly doing things like bolting in Lua interpreters.)
But yeah, outside of indies and small game companies my impression is that C/C++ is still king and there's some consternation that developers learning from the indie side are sometimes, if interviewing for AAA teams, getting shuttled to "tools" positions because that's where AAA's only C# code lives (in non-critical tools outside of the games). (Though that's mostly anecdata from reading similar gamedev forums.)