From unity’s perspective it is a bunch of wasted work. Thats the issue - they threw a billion dollars at developing their proprietary c# runtime and not recouping the cost of investment. But they can’t wait around for Microsoft to make moves. And they probably don’t want to open source their runtime either out of fear that a free game engine using it will make the rounds.
Godot ultimately has the right approach: offer support through universal bindings to it’s underlying archetype and let devs decide what they want in their game’s stack. Everyone wins.
From unity’s perspective it is a bunch of wasted work. Thats the issue - they threw a billion dollars at developing their proprietary c# runtime and not recouping the cost of investment. But they can’t wait around for Microsoft to make moves. And they probably don’t want to open source their runtime either out of fear that a free game engine using it will make the rounds.
Godot ultimately has the right approach: offer support through universal bindings to it’s underlying archetype and let devs decide what they want in their game’s stack. Everyone wins.