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Re:C# in Unity 2026: Features Most Developers Still Don't Use by 999900000999 on Thursday April 09, 2026 @06:22AM (#47701703)
If you’re a solo developer, if it works.

I’ve seen worse in enterprise shops and then I’ve gotten into nasty arguments with people who don’t care about programming. They can’t be wrong.

C# is a high level language that can handle a degree of sloppy programming.

I was working on a small tool yesterday. It was easier to vibe code it from scratch in C# than to modify an existing Rust project.

The only weird part is VS Code Copilot couldn’t figure out how to build it via the dotnet cli and I had to install VS Studio. After that everything was fine.

Re:C# in Unity 2026: Features Most Developers Still Don't Use by orthoxerox on Thursday April 09, 2026 @08:03AM (#47702569)
I would say that C# is "less colored" than Rust. Handling a moved argument, a borrowed argument, a copied argument is different in Rust, you have to think upfront about memory lifetimes. If you are wrong the first time, changing the ownership is not a simple localized refactoring.
Re:C# in Unity 2026: Features Most Developers Still Don't Use by 999900000999 on Thursday April 09, 2026 @09:51AM (#47703779)
To be 100% fair, it’s much easier for llms to start new projects and Rust is simply a more difficult language.

I have what I need working in C#, and as a C# developer I actually understand what’s going on.

The only downside is now instead of having a portable Rust project, I have something which heavily leans into Windows APIs.

I assume with high level languages some smart people figured out all the memory stuff.