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@coryleach And to make matters worse, Godot 3 has... limitations with mobile. It's a couple years behind on supported features.

@LouisIngenthron Thanks for the heads up! Even if there is a new surge of investment in Godot today it’s starting to appear to be too far behind with too many limitations to actually be a viable alternative for many anytime soon. 😓

@coryleach Agreed. I've tried prototyping a few games in it and... it's just not quite there yet. But each iteration of the engine gets significantly better, so I'm optimistic enough about its potential to donate to their development fund.

Hopefully in a few more years, it'll be a real contender.

@coryleach @LouisIngenthron
There's apparently a few upstream C# blockers for that, but should be fixed in coming releases.

You might consider GDscript if you want to use all the newest features. C# is well supported (and C++ is coming along), but the general flow is to develop and release for GDscript first, then add other support in later releases.

The good thing for C# users is that stuff is well tested and debugged when it's enabled for C#.

@coryleach @LouisIngenthron Please consider that contrary to Unity, Godot is a common, its yours and everyone's, which means you can actually do something to fill the gap, you can also wait for someone else to fix it for you, or even pay someone to do so. But Godot will never stab you in the back.

I agree it's an annoyance you can't export to mobile, I'm trying to say it's probably much less of an issue you think it is: do you need to export your project to mobile *right now*?

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