When / How long until this happens? Godot Priorities: "Deprecate .NET Godot builds for a .NET plugin."

When / How long until this happens? Godot Priorities: “Deprecate .NET Godot builds for a .NET plugin.” Priorities – Godot Engine

This currently is an issue with long term API stability. This will force a 5.x to properly integrate C# with parity with GDscript due to human history of mass production of anything complicated. The hodgepodge / after thought applique / patchwork / prototype nature of a big composite model leads to a new version that is made from scratch with all the previous features but optimized with everything together from the start.

This everything optimized remake from the start build can greatly boost efficiency of the desired outcomes and many projects / products have done this complex patchwork design into a remade from scratch optimized design for at least 15-33+% efficiency (~1/6 to ~1/3+). In the software world that is a massive boost making the code more efficient. That generally leads to a new generation / iteration shift / addition / upgrade.

Also outside of the Godot world C# is 100+ times more used in running the big software infrastructure and is taught to new people a lot more in cross industry roles; C# is practical. C# has transferable skills into Godot while GDscript does not transfer to outside of the Godot world.

GDScript is sorta like old school 1960’s - 1970’s code languages where it’s all or nothing. As either the unique code language (often proprietary) is trying to get the population to use its unique systems over the competition. This practice died out with the Ethernet cable port standard and big companies getting together in the 80’s and 90’s to make hardware and software standards.

I wish Godot will focus more on supporting an industry standard code language C# and get its API stabilized this year with the Godot Priorities: “Deprecate .NET Godot builds for a .NET plugin.” being accomplished. Then getting started on unified C# GDextension 5.x to be a proper option to support large scale games + MMOs.

As seen in the priorities page, we don’t intend to drop support for GDScript anytime soon.

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I should have worded that 5.x is expected to be multi-lingual with both C# and GDscript in one .exe for Godot. That is good to hear that GDscript is supported going forward. I personally would like to see both C# and GDscript used but I understand 100 times more people can code in C# than GDscript due to industrial use of C#. I’d wish to understand when Godot is sort of trying to get an estimate on the planned priority of getting C# GDextension with GDscript unified to help long term plans for big projects.

It is unclear how much experience you have with Godot c#.

One open question has always been, is there a need to lobby godot c# community to use chatGPT or something equally effective to convert Unit tests for GDscripts into C# unit tests.

These tests will be very useful when evaluating the coverage of Godot Dotnet or C#support through GDExtension

Yes, this C# / GDscript conversion process with tools or automated versions via AI such as ChatGPT coding I have seen a lot through my searches of a lot of Github repositories and it keeps coming up and there are other tools like Unity C# into Godot C# and other tool ideas / projects that aim to help unify / unite the interoperability / make accurate translations across platforms and or code languages to help build up the creative community.

It is better to have things be connected than isolated as islands so that the creative community can draw upon the best people no matter the walk of life and help make collaborative efforts with open source software such as MIT forever free to enrich everyone in the world as the creative community bit by bit creates great works that are owned by the entire world forever free.

With proper code language translations and tools made MIT and forever free for the creative community this can make many bridges and give opportunities for anyone in the world. There are many talents in the world that coding architecture can bring a stable platform to help unify and bring out the best of all peoples via the power of MIT forever free licenses.

When great MIT and C.C.0 license works are made, effectively de facto and de jure legally by international law any one in the entire world today and tomorrow owns and can use the open source software.

C# is a standard language used in many if not all major software industries and is effectively owned by the entire world like any other language coding or otherwise. I think the world would be a better place with MIT software that can accurately translate great works from various code languages (such as C# and GDscript) as a form of coding translation as has helped many people with the likes of spoken and written language translation tools that exist today.

Yet perhaps such a grand project would be worthy of its own subject / area within the creative community to help unify the code languages of the world to be forever free today and tomorrow to make the world a better place; no matter the walk of life nor area nor financial state a person is found.

As in rather if these great works of written and spoken language and code language translation tools are made MIT forever free one day it can become a reality that creative success is greatly more so determined by a person’s merits; rather than their social and economic standing anywhere in the world for this generations and all generations to follow. So as far if we continue to keep alive our legal systems and way of life to live forever free.

With forever free tools that help translate code languages and even perhaps generate new coding works somewhat accurately from written and spoken word and thoughts / ideas this could better create a world in that the state of a person’s passions and dreams to build great works and be creative for anyone in the world alive today and tomorrow can lead to empowering one’s own pursuits in life and in turn empower the entirety of humanity.

I realize that my thoughts have wandered and I should stay focused upon the C# topic at hand. I am grateful that the great MIT polylingual translation works were brought up.

Yet there is also a need for focused grounded step by step collaborative work to help get ideas into reality bit by bit.

Yet perhaps these long form thoughts are required to properly address the question at hand of the topic of: " When / How long until this happens? Godot Priorities: “Deprecate .NET Godot builds for a .NET plugin.”? It feels at times one must do things the long way first to discover the proper short cut or more efficient way for most all peoples at the start.

Perhaps we are in need or discussing the need of proper C# and other code language translation tools for the work at hand is quite extensive and perhaps AI assistance / automated work saving / multiplying tools are the most pragmatic approach to finding a proper answer to such a large and encompassing nature of question.

We live in our times, global and deeply interconnected in most all regards in ways of life and destinies here on forever forward. As then perhaps our thinking should make well of the opportunities of our times so as to live where we properly collaborate; and less so live in isolation nor stuck to the ways of the past without proper justification for the rest of the general creative community.

Yet it feels today that manual analog coding of humans on keyboards is needed for the first iterations of C# translation / interoperability and perhaps in the late 2020’s / early to middle 2030’s automatic AI assisted coding can be more mature and we can have deeper conversations in this regard.

Until then I suppose in these cases one’s own coding skills are required like old scribes of old world times of literal word by word transcribing books one word at a time by hand before the proper advent of the printing press and other automated great works used to work multiply writing languages for the world’s community / the creative community.

I can tell you are passionate with many good ideas for the godot C# community.

Although there is no clear instructions on how best to use the existing Godot-Dotnet, many months ago, someone managed to share a simple working example how to use LibGodot.DLL from C#

It requires a lot of dirty hacks. Until now, it was clear to me what are the challenges holding back the progress of Godot-Dotnet.


A new initiative is pushing to get LibGodot to be integrated into the core of Godot 4.4 for linux

While this is being finalised, there is a need for getting LibGodot to work for Windows.


While all these are happening, someone is needed to lobby and coordinate the project for converting GDscripts unit and integration tests to C#


As long as the community not doing this, it is often a challenge for new c# Godot user to figure out gaining an overview picture how c# is being integrated and calling to c++ codes for objects and their attributes and functions.


All tools are available… enthusiasm is plenty,..

Keep lobbying for the vision and share that to all different channels of Godot.

So that the Godot teams could see that there is such strong need.

Thank you for the feedback. I am glad to learn of more progress for C# with Godot and to learn about the LibGodot.DLL work progressing.

I understand some of the difficulties in community building / growing the C# usage with Godot due to a lack of preexisting templates and deep documentation. This can be alleviated / solved / made better via more open source (preferably MIT license) projects and fully working game templates being made to give the creative community a deep in-field / boots on the ground / fighting in the trenches / first hand direct experience of theories and possibilities manifested / created into reality.

A grand set of proper MIT templates can do a great deal to teach not only engine theory but also game design and applied logic to empower people. So as to see the ways of turning ideas / dreams into reality / making a working project into a game or at least a vertical slice.

This can be done in part via a working grand set of templates and MIT forever free games that can be reverse-engineered by the creative community to help everyone deeply understand how the kinds of games the world loves are made.

Also a feature complete properly working set of grand scale vertical slice kind of game templates made in Godot can step by step, piece by piece, bit by bit show them directly / hand on / teach everyone how in part one must operate the Godot tool set in the real world / practically.

Also to have a creative community directly own outright MIT forever free all the tools and great works and great proof of concept sets of educational / show case games / demos / vertical slices. So as to properly help the creative community help themselves make their own iterations and jump-start their own creative spirit and be properly empowered via MIT creative game developing tools such as Godot to pursue their dreams.

There is a lot of work to do. The people are always worth the effort though. When we give to the community, in many ways we give more than what we could give to ourselves and we are made better people in many ways by making the community a better place to live. If we give well to empower everyone for all time we can all live forever free. Yet it is hard work and the sacrifices are great yet these battles once won will echo into eternity.

MIT is by the highest courts in the western world and all regions enforced by NATO legally forever free. Once we win with MIT we win forever; thus we, everyone, all peoples of humanity for all time become forever free to pursue our creative dreams. If humanity can dream forever free then shall humanity live forever free.

For my small part in this kind of freedom fighting to empower all of humanity, everyone alive and to be born for all time to be able to dream forever free and thus shall empower everyone to live forever free. I am currently under going a great / big task of making a vertical slice MIT C# Voxel M.M.O.A.R.P.G. to give my past creative developer experiences in grand scale games and M.M.O.'s into a proper sharable form that can empower the creative community.

I am not special yet someone has to help the creative community in this time of challenge; one must be strong themselves in order to be strong for others. It is strong to be able help one’s self, it is beyond strength to able help all others.

Today requires strength just to live freely, even so not all people can unfortunately. In this great struggle of our time it requires a strength beyond strength, a will beyond will for all people today to be able to truly dream freely. In my small ways perhaps one person can do big things so long as they believe. If I can help such a noble aim as to help everyone, all human beings be able to dream forever free and thus live forever free. Then my life is well lived and my sacrifices well made. For thus I fear not death, I fear only the inability to keep helping others and to thus empower all of humanity to be forever free.

This work has manifested it self into myself working with many MIT projects and currently the battle / struggle is making a proper MIT C# human translation of the great VoxelGame / BlockyGame of GodotVoxel (links: GitHub - Zylann/voxelgame: Voxel world prototype made with Godot Engine + GitHub - Zylann/godot_voxel: Voxel module for Godot Engine ). This is my major / prime focus / main effort part in helping grow the MIT C# game developer community currently.

Godot 4 has many strengths yet this project I am on might break Godot 4 to its core and most likely will require a new C# focused engine rewrite. As in why I say this is that currently I suspect there will be the great reworks needed as for any case of adolescent / patchwork integrations when met within the harsh unforgiving process of optimization / code efficiency demands for large scale M.M.O. endeavours. Any 4k to 8k to 16k+ Voxels in C / C++ / C# most likely will rip apart the Godot 4 code that is less than ideal at hosting colossal scale worlds.

I broke Unreal 5 in the late 2010’s and early 2020’s with a far less demanding project. I ran into large scale growth and future proofing issues with the closed source nature of the Unreal developers team and business model. This was also the case for many old guard developers.

Godot 5.x perhaps will not be required for a MIT C# 480p / 512p to 1024p / 1080p Voxels M.M.O.A.R.P.G. but I suspect that this will push Godot 4.x to its breaking points along with the supercharged GodotVoxels. I suspect through this open source / MIT discoverable process / endeavour the creative community can learn alongside myself. As we watch together the related works and projects be less stupid and more smart over time as they ram through brick wall after brick wall towards progress to empower the creative community with great works being MIT forever free.

I am grateful for the life / positive spirit of the creative community that supports and works to improve Godot and the family of works that depend upon Godot. I wish to help answer my not easy to answer questions by applying myself to the hard challenges and seeing what the work will reveal in what is practical and what requires more will to succeed.

It should be fun in the end and I look forward to helping empower the creative community with great works / vertical slice templates (including MIT C# Voxel M.M.O.A.R.P.G.'s) that are C# MIT and forever free.

Thank you and I wish to learn more from the creative community. If anyone has anything to share please feel free to do so. Please feel free to ask any questions, share thoughts and feelings and feel free to give any feedback. Take care and best of luck. The creative community is full of the greatest people in the world, the people are worthy of great MIT forever free creative tools to empower all peoples across all lands, nations and spaces and across walks of life to create games worth playing!

Effort needed to convert GDscript projects to csharp and to add interesting PoC csharp projects to the Demo Projects.

The questions: What are the missing c# Demo Projects and How best to organize them e.g. Wiki section, so c# users could coordinate better to work towards demo projects that push the limits of existing Godot 4 c# status.

I like the separate builds for C#. I don’t want that platform anywhere near my Godot, and I strongly believe they should remain separate to at least prevent having an unattended attack surface in shipped games and apps that don’t touch the # ecosystem.
I’m no expert but I know it’s a trivial search to find tools and know how on how to inject arbitrary code in .NET apps.
I really hope Godot never forces us to adopt that platform. That it gets treated as a close second among GDScript equals is a no brainer.
I don’t want an arranged marriage, they lead to messy divorces, won’t someone think of the children!
Thanks ! :grin:

I wonder what language has more vulnerabilities? If a hacker already has access to your file system, you’ve probably got bigger problems.

I’m in favor of separate builds just because C# performance is being held back by GDScript. I don’t see how a plugin system would help with that. If someone implements rust to try and make super fast code, it will still be held back by the crappy GDScript garbage collector.

Honestly I would prefer a C# focused version of Godot that has access to GDscript as a bonus. GDscript is not super amazing at getting along with industry standard languages and most of the time for very large projects it is best to start in C# (or another C language). I am currently running into big challenges with less than super ergonomic solutions to solve converting complex GDscript into C# but no errors are shown so its like working in the dark.

The tools to convert GDscript are very not great for complex projects of any large scale. GDscript feels like duplo blocks when we need to build out of steel and wood. Even different versions of ChatGPT / ai are right bungled when trying to convert GDscript to C#, it runs but it bungles everything else. GDscript seemed cool until I learned that its a tiny island micro ecosystem that almost no one used in the larger video game world and I tried to use to make MMO networking with mixed results but it cannot place nice with other industry standard code libraries and its not amazing to scale for anything past simple small scale projects.

I’d prefer a separate C# focused Godot that was rewritten if possible (probably Godot 5.x) and the more I learn about this marriage of GDscript with C# tacked on by the creative community the worse I feel about it and any enthusiasm I had goes away. Literally no one on the Godot team seems to have made monster scale games and I feel like there is a lack of clear direction to kick ass and make a monster game engine to rival Unreal. I don’t want mediocre sub par good at 50 things, yet master of none engine because it won’t go places in the long run.

MIT is great and so is C# and Vulcan and Voxels and content streaming but so far the Godot team is more focused on cons and events to attend than to upgrade the engine to get close in range of Unreal or even match Unity after the implosion. I took the recent Godot survey and not one place were they talking or asking about voxels, upgrading the direly neglected networking demos and really mastering industry standard languages and mastering C# which already exists. I feel not amazing to be honest about the leadership and lack of direction with Godot and I feel if nothing is done it could be doomed to mediocrity and die off from industry leading contention in 7-12 years. Yet maybe with a handful of people milking the asset store and donations and an aging code base with less and less engagement and creative community will to improve it.

I don’t give 2 flying flamingos about funding Godot cons when the engine does not have proper features being upgraded and yet I see the staff gallivanting at conventions they made up and paid for as almost a staff hosted paid vacations as if they won all the major battles. Godot needs and it is much over due for proper content streaming and it is not great that you need to go through community ran mods to get voxels and other standard fare features as found with Unreal and what used to be Unity until it imploded. Unity imploded from partying when it should have been working; as proven when it was milking the assets store and not improving the engine and community mismanagement, financial and directional corruption and eventually terminal self destructive greed.

I’m so sick of seeing these for-profit ‘non-profits’ everywhere. They are basically private wealth funds / a handful of people’s de-facto pension funds. Can Godot foundation even get sued if it has rampant corruption? Where is the financial report for last year? I see a 2023 financial report but where is the 2024 financial report? It is the majority the way through 2025 and we don’t have accounting for last year? How the hell is the creative community supposed to trust this kind of behavior? News – Godot Foundation Take a look I can’t find what is supposed to be transparent financial statements on where the money really goes, can anyone publicly? I think the creative community should see where the money goes first before starting up an asset store and getting more income streams. I don’t want money laundering and misleading the creative community. Unity already did that and for damn near a decade people thought Unity was putting the money mostly into the engine but it was going out the back door to off shore bank accounts probably in Switzerland and then the whole racket pumped and dumped. The copyright holders and a handful of handpicked staffers cashed out but the creative community lost hard. We have 0 official documentation explicitly wording against this very downfall that took out Unity with Godot.

I am just upset at the potential massive bungle on the horizon with Godot and there is no real proof or correction of direction to prove against this negative outcome from reoccurring.

My fear is that Godot 5.x gets a trademark and uses creative community money to sue the hell out of people of the creative community from doing a Redot 2.0 C#, Voxels, making the engine be damned. I give and give and give and I don’t start up a shady sketching Netherlands non-profit non-transparent ‘foundation’ and ask for money and go traveling around with not one AAA game studio mainly uses the engine and the whole claim to fame is that Godot is a video game engine that is supposed to be used.

We don’t need party time, we need to work our asses off and make proper engine results and documentations and demos.

I might as well shout at the wind at this point. I am personally not super happy with C# merger with GDscript Godot and I think GDscript is not future proof and the lack of support for C# is not healthy for long term success. Who will win a random game engine that no major AAA game studio uses with a language no one uses or the multi-billion dollar supported industry standard fully developed faster C family with C# leading the way? I like GDscript I busted my ass to make a proper MMO back engine work with it but it is like using legos to build an automobile. Yes it works, is it practical no, can it be one day yes. Yet right now Godot needs proper C# support and if C# can do well then we can pull GDscript along too for fun. I like GDscript but who has seen a AAA game be made in GDscript? Indy games don’t count, they don’t scale up well and 99% don’t have proper large scale multiplayer.

I am frustrated at how much potential Godot has but I keep seeing these bad direction taken and all the sketchy upper management options you would do if you eventually sell out are being done one after the other.

The lack of proper C# support and a Godot 5.x written in optimized C# has myself worried and stressed out about Godot’s future. I don’t want another community fork I didn’t like Redot splitting but I understood why it happened and I don’t want Godot to lose pace with Unreal and I want Godot to surpass Unity and catch up to Unreal come the next console generation due for 2027+. I have busted my ass trying to get people to use Godot and talk that Godot is doing it’s best to get C# proper support and it can be a proper rival to Unreal and it can beat Unity but damn it is not easy from without and within. I love the MIT nature of Godot and I like GDscript I love the creative community but I have to be honest I am worried about Godot’s trajectory. I should not be fighting this kind of thing alone or with a smaller outcast of the larger whole.

I figured if we have to merge these two parts together into a Unified engine then we should not wait. Take the hit get it done and move on and optimize the hell out of it and get C# proper support. Then when we run out of room to make big optimizations / big upgrades with 4.x in 2-3 years we can do a big upgrade with proper C# Godot rewritten and optimized as a Godot 5.x experimental version and improve 4.x and 5.x until 5.x is probably ready for a full release in ~2029-2031ish. I want the old promised features to be made good upon and get them over the finish line. I love Godot but I am worried to get burned again to be honest. I did not get over Unity fully and I want Godot to be better than what came before. I really want Godot C# to shine and be amazing and make good of the potential of the engine and the dreams of the creative community.

I’ve been here for too long and I am starting to ask too much of people to read all this at once and I am sorry for the verbosity but I worry a lot I feel and it sort of just was lifted off my heart and I feel better now. I love the creative community so if you disagree with me or how I speak just know I am not perfect and I have great emotions and passions and it is not always where I get it 100% amazing the first try / iteration / attempt. I’ll have to think about my words too for I learned more of what I was feeling as well here.

I think my heart is telling that this is a very important aspect of Godot and a lot of love and care should be done to help as many people as possible. At what cost though? I’ll have to think more about this question. Thank you for your time and probably testing your patience. May Godot improve and make good of its promise and may the creative community dream and live forever free.

Okay thanks for the replies and feedback. Sorry for the bible I guess I had a lot on my mind. Keep up the good work and best of luck and feel free to give feedback and ask questions.