So the decision for slow interop is caused by choosing to have parity between GDScript and C# because the former forces the types to be heap-allocated...and community might dislike a performance-friendly change which will break the parity in favour of C#. To be honest, if Godot embraces it becoming the Noah's Ark for Unity developers and prioritizes C# over GDScript to improve performance, it could be good both for G…
Here is a discussion from the proposal repo I found with the topic of improving C# support: https://github.com/godotengine/godot-proposals/discussions/4... . One of the first comments was quick to point out that in a poll from back then 81% of users used GDScript primarily. They followed up with saying: > As far as I know, the only reason why Godot got C# support is because of Microsoft's grant (and of course neikeq…
How many people have tried godot/gdscript, hated it, and never came back? They're not the people who are answering the survey