The same day that Unity confused all their developers with a new pay per user install revenue model, the team behind the open source Godot Engine just announced their new Godot Development Fund.
The same day that Unity confused all their developers with a new pay per user install revenue model, the team behind the open source Godot Engine just announced their new Godot Development Fund.
Possibly, but the most expected immediate direction (both for new contributors and the existing Godot team) due to the current situation is likely improving (or simply using) C# support over any bindings.
In my case, people interested in the same language might actually switch over to Unreal instead (as it does have a language-support plugin). That and I think it’s just a tall order to create bindings from scratch especially for 1 person, maybe even a year-long task so kinda sucks the 3.X bindings got broke (still seems odd to me that those devs weren’t/still-aren’t interested in 4.X).
It’s also possible that even the newer bindings require specific knowledge of Godot’s system (also maybe a bit of C/C++ knowledge) resulting in less people able to understand enough to even start creating bindings.
I mean I’m sure there will be an ecosystem change (beyond C#) because of this, but it’ll probably have more effect longer-term (if Unity can’t figure out how to dig upwards).