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It builds to cross-platform pretty easily so that is a big bonus. Godot supports C# as well and its own scripting language but not much else. You won't be able
by headcanon 3y ago
It builds to cross-platform pretty easily so that is a big bonus. Godot supports C# as well and its own scripting language but not much else. You won't be able to take advantage of native UI elements, but I don't think people care about that as much anymore.
The built-in development environment is mostly non-negotiable (you can supply your own IDE for text editing but thats it) but its well designed and is made to work with its component model. It feels fun to use. The data model also works better with source control than other game engines, but not as well as non-game UI toolkits. If you're a text-environment purist, you might be turned off, but you'd also be turned off by all the big game engines.
I've met developers who use Unity to make mobile apps since the built-in 3D compositing actually makes some applications more performant than the native toolkits. I'd imagine Godot would have similar benefits.
- tredre3 3y ago> It builds to cross-platform [...] Godot supports C# Godot supports C# on desktop only (works well on Windows and Linux, bit annoying on MacOS X but it does work). There's been talk of supporting Android since v3 but it always fell through. There is no planned support for iOS or web targets afaik.
- chris37879 3y agoGodot v3.2 added Android C# support, and Godot v4.2 (due out in November) is enabling both .net 6 and .net 7 support for the engine. From the Godot 3.2 docs on C#: > Exporting Mono projects is supported for desktop platforms (Linux, Windows and macOS), Android, HTML5, and iOS. The only platform not supported yet is UWP. And from a recent Github discussion for 4.2: https://github.com/godotengine/godot/pull/73257 https://github.com/godotengine/godot/pull/73257