Hello there!
For some reason, starting the mono / .net version of Godot 4.7 takes more than 2 minutes. And that is just for the Project Manager. Selecting and opening a project takes that long again. Then also in the editor whenever I need to select a file via the file picker, opening that up takes minutes as well and freezes the editor.
None of that happens in the non-mono version. The Project Manager takes like 1 second to open up.
It’s not super critical, everything still “works” but it is incredibly frustrating and takes me out of my flow all the time.
Mono is considerably slower than the regular version. That’s because Mono has to compile everything. GDScript is an interpreted language, and doesn’t need to compile, so it’s much faster.
This is just one of the drawbacks to using C# with Godot. If you’re coming from Unreal or Unity, Godot C# is really fast. If you’re coming from GDScript, Godot C# is really slow.
So I would ask, why you are using C#? What specific problem are you trying to solve with C# in Godot that GDScript doesn’t do for you? I ask this because GDScript is optimized for making games, and since 4.x surpasses C# in many areas where you would not expect it to do so. C# also has a number of other drawbacks, including the long loading times you are experiencing.
I mostly wanted to try out the Rokojori Action Library! I’m not really bound to use C#, I really just wanted to try it out and gaining some experience, since I plan to have some more demanding projects in the future.
From how your answer read it sounds like that is just normal behaviour. I thought there was something wrong with it. It seemed unintentional to me
“More demanding” is vague. I recommend not making assumptions without trying GDScript out first. There’s a lot of old information online about C# vs GDSCript that is wrong because it is out of date. If you have something that requires more performance, these days you are more likely better off using GDExtension and C++ to fill in those gaps than using C#.