Lacks RPG-specific features common in other engines Unity is built from the ground up as a general purpose game engine, and ships with only very basic assets, most of which are geared towards 3D games. Even though you create new thread from Autoload script, your game will just stop and wait for your thread to finish its task. Therefore everything is synchronous in autoload. It is not a separated thread that manage data. For example, Autoload (Fake singleton) where you want to manage data in real time. However If you try that in Godot, you cannot multi-threading where you want to implement asynchronous system. You may mention about multi-threading because asynchronous programming is one way of multi-threading. Which is very efficient for performance of your game. If i give you very simple example for why GDScript is immature, GDScript does not support asynchronous programming. Because C# is popular in other game engine and it contains all the new features that is available from new programming language. You can just feel that by the godot team is solving that matter by supporting mono version. It does have some good features but it is not good enough for what you need if you want to deep dive into game development. Which means it cannot have all the power and new features that is available in Python or other programming language. GDScript is quite immature language GDScript is copy of python and the real problem is, it is not python.
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