Godot Engine

Godot Engine

Add the mono version of Godot on steam FFS
Even if it has to be separate "beta" branch that you need to switch to (like when you switch to the older version of Godot), I still want mono version of Godot to be on Steam, so I can use something more sane than GDScript to write more complex code in.
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You can build your own Steam Mono Godot by putting the needed files in Steam's Godot folder and replacing the Godot binary.
Originally posted by -▽- Locke:
You can build your own Steam Mono Godot by putting the needed files in Steam's Godot folder and replacing the Godot binary.

... or just download the mono build from the official website, linked in my first comment? Why would you go to all the trouble of replacing files and "rolling your own"?
Originally posted by umop-apisdn:
Originally posted by -▽- Locke:
You can build your own Steam Mono Godot by putting the needed files in Steam's Godot folder and replacing the Godot binary.

... or just download the mono build from the official website, linked in my first comment? Why would you go to all the trouble of replacing files and "rolling your own"?
And redownload after every update instead of Steam doing it FOR YOU.
Originally posted by Singing Dragon 69:
Originally posted by umop-apisdn:

... or just download the mono build from the official website, linked in my first comment? Why would you go to all the trouble of replacing files and "rolling your own"?
And redownload after every update instead of Steam doing it FOR YOU.

... like that would be any different from redownloading and replacing/adding files in Steam's install directory.

What you want isn't going to happen. The devs don't care about the Steam version; if they did, they would bother fixing the fact that Steam doesn't even track your time while the app is active... or the reversed switch on the Steam overlay, for that matter.

It's a 57MB download, it's not like it's onerous. "Installation" is literally unzipping the file.

Also, GDScript is perfectly functional; some users even consider it to be more functional than C#. GDScript also tends to be much smaller... like, half as many lines as C# needs to do the same stuff.

Not everything is Unity; Unreal uses C++ or visual Lego blocks, Godot uses GDScript. I don't know if your issue with GDScript is the Python-like syntax, or what, but I highly recommend you either learn to use the language that is literally designed for Godot, or learn to put up with whatever hoops you have to jump through to get C# running in your environment of choice.
By the way, for applications on Steam you have to manually select a checkbox in Steamworks to get the overlay to appear. The fact that it even shows up means someone had to manually enable the overlay :os_prophetbot:
Last edited by craftablescience; Mar 12 @ 8:03pm
Originally posted by craftablescience:
By the way, for applications on Steam you have to manually select a checkbox in Steamworks to get the overlay to appear. The fact that it even shows up means someone had to manually enable the overlay :os_prophetbot:
.. and did it backwards; to get it to go away, you have to enable the overlay in Steam, then disable it for Godot... if you just turn it off globally, it still shows up in Godot.
Majoreon Mar 22 @ 5:21pm 
:steamthis: Even if the stable GDScript version should be the default, it could be really nice to potentially just be able to select the mono version from an alternative Beta branch.
jagholin Mar 23 @ 8:53am 
I think they are not adding it because it requires 3rd party tooling (.NET SDK) and the devs don't want a shower of reports "why is it not working"
Last edited by jagholin; Mar 23 @ 8:54am
Majoreon Mar 23 @ 10:27am 
Yeah that might certainly play a role here. I mean, you can certainly require redistributables to be installed alongside your steam apps, but probably not the SDKs, so that's probably one of the main reasons.
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