I wish Godot's syntax for .NET wasn't horrible though. Its so nasty looking that it just makes me want to use their native language instead.
I wish Godot's syntax for .NET wasn't horrible though. Its so nasty looking that it just makes me want to use their native language instead.
Compile the engine from source and add your classes as a module. Cuts out all the gdextension glue code and then you don't need to ship a shared library.
Note: We have a fork of godot that has some changes and fixes weve made and engine upgrades are still a breeze. Solving the odd merge conflict is not that hard, people do it all the time. Godot's code base isnt drastically changing from day to day. 3->4 only had significant impact if you were doing certain things with the 'visual server'... other than that even that was easy.
I now have at least 50 GDScript files and not a single C# file, the language is good (with types).
My only issue is that I can't get Copilot in their integrated IDE and that Rider's GDScript plugin doesn't support anonymous functions right now