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Godot will never have first class support for consoles. That is because of the console manufactures that only offer proprietary SDKs and require you to sigh NDAs.

The strategy would be to target PC first and if successful use that money to fund console ports, as there are third party companies that offer that.

If you really care about consoles, you should just use Unity/Unreal. Though even then you will need a license and it is up to the manufacturer whether they approve your game.



I just don’t see that as a great strategy, when libraries like Heaps, Kha, and Monogame all have support for consoles that is provided once you prove you are a part of the developer program, and also have proven, quality products released. As you mentioned, Unity, Unreal, and even Game Maker, provide a clear path for console support. I don’t want develop an entire game with a library or engine, only then to have to hand over the keys to a third party company. There are so many games on the Nintendo Switch store because it is actually comparatively easy to get your game onto there. There are obviously challenges associated with licensing, but I don’t want further challenges dealing and negotiating with another 3rd party later down the track.

It appears to me that console support is a means for the Godot creator/contributors to make some money. That’s ok, but there are too many unknowns for many developers to consider it as an option. If it was clearly stated “pay X amount to gain Switch/Xbox/PS support”, I would totally choose Godot.




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