Hello. I feel like I've missed a very obvious step somewhere but I'm coming back to Godot after a while away (very excited for 3.0!) and I'm just wondering what the difference is between the Mono and Classical Godot downloads linked in the dev snapshot blog entries. Forgive me if I'm being obtuse and missed an easy description of the difference somewhere.

I'm assuming the Mono build is related to the inclusion of C# scripting but beyond that I'm at a loss. Can anyone shed some light on this?

Thanks,

@cowhand214 said: I'm assuming the Mono build is related to the inclusion of C# scripting but beyond that I'm at a loss. Can anyone shed some light on this?

That's pretty much it. I saw a benchmark a while back indicating that C# scripts are "faster" than GDScript (and C++ via GDNative is the fastest), but to be honest I haven't found GDScript too slow for anything I've done (I'm a C# developer, but I prefer GDScript for Godot - it's just way simpler).

@PaulHMason said:

@cowhand214 said: I'm assuming the Mono build is related to the inclusion of C# scripting but beyond that I'm at a loss. Can anyone shed some light on this?

That's pretty much it. I saw a benchmark a while back indicating that C# scripts are "faster" than GDScript (and C++ via GDNative is the fastest), but to be honest I haven't found GDScript too slow for anything I've done (I'm a C# developer, but I prefer GDScript for Godot - it's just way simpler).

Thanks for the reply. I'm sorry, I saw this yesterday but didn't get a chance to respond. I haven't yet played with C# for Godot though it is on of my day-to-day languages at work. I'm interested in checking it out at some point but it seems like an extra step when I could just be focused on learning the engine. What's your experience with using it in Godot?

7 days later

It's advised to keep using GDScript for now, as C# support in Godot is still considered alpha; for example, exporting C# projects won't be possible in 3.0 – it will be implemented in a future update (likely a 3.0 point release).

@Calinou said: It's advised to keep using GDScript for now, as C# support in Godot is still considered alpha; for example, exporting C# projects won't be possible in 3.0 – it will be implemented in a future update (likely a 3.0 point release).

Ok, thank you for the information. It's awhile before I'm worrying about production vs. non-production ready features but I appreciate the heads up. I'm at the start of learning the engine itself which probably more needs to be my focus now than lagnuages anyway.