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Comment by dandersch

For the record I would still choose C# out of all the options for a bigger game (GDscript with strict type-hinting might suffice for small ones). My main complaints that I can still remember:

- deprecated web export for C# with Godot 4. This is basically my main gripe and why C# has been a non-starter for me.

- Engine still has a separate binary for C# support. I think they are working on unifying them. But once you use the .NET one you can't export to web even when you don't use C#.

- setting up debugging+lsp was a pain and consistency was very flaky afterwards

Also a lot of the editor workflow is built around using GDScript with the built-in text-editor. I don't actually mind it that much, but you asked why it's not as well integrated and that's an obvious one for newbies. If your experience was wildly different, please do tell.

parent dandersch 9 months ago

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