I don’t keep up with unity much, but I do know they were using Mono for the longest time, which wouldn’t have restrictions of the newer “Core” runtimes. I think their efforts to catch up were called CoreCLR, that might be a lead to how their progress is.
Edit - some research and to explicitly answer your question: maybe. The unity team has built a custom compiler and bindings to bridge the gap between their APIs and newer .NET versions. They’re essentially supporting parallel build/export pipelines, while Godot is trying to keep it simple and inline with what Microsoft provides.
I don’t keep up with unity much, but I do know they were using Mono for the longest time, which wouldn’t have restrictions of the newer “Core” runtimes. I think their efforts to catch up were called CoreCLR, that might be a lead to how their progress is.
Edit - some research and to explicitly answer your question: maybe. The unity team has built a custom compiler and bindings to bridge the gap between their APIs and newer .NET versions. They’re essentially supporting parallel build/export pipelines, while Godot is trying to keep it simple and inline with what Microsoft provides.
Thanks for that information, it was in line with what I suspected.