What are its advantages because i couldn't find any in the documentation.
Answer by Owen-Reynolds
Feb 25, 2012 at 05:55 PM
If you use MonoDevelope with Boo already, have a library of utility functions built up, and want to "port" onto a 3D platform.
 You don't use Boo, but find something written in Boo (not necessarily for Unity) which you would like to borrow. [/edit]
Huge advantage Unity has over, say, Unreal. Just probably doesn't apply to you. I believe the MonoDevelope project supports Boo, so the Unity team gets Boo support virtually for free, and why not leave it in?
Answer by Shadowys
May 19, 2014 at 10:02 AM
I chose Boo over JS/C# for the same reason Python won over other languages: readability, conciseness, functions, even though it was a OO-based language, and data structures.
Being concise means that the language tries as much as possible to get out of your way of writing programs and help you in presenting an idea. In Boo, I don't have to care about what the language does most of the time, except during implicit changes done by the compiler. I just write the scripts and watch my objects go alive.
C# is a well-developed language but the huge dependence on .NET sometimes just can be horrible. I just want to use a hash table for quick access, but in C# I have to import a lot of other things, to make it work.
In boo, I can do this
state["on the ground"]=true
if state["motion"]=="forward" and state["on the ground"]==true:
self.rigidbody.velocity=Vector3(state["speed"] as double ,0,0)
Anytime I want to call the variables out. I wonder how easy is it to use this in C# or JS.
Another thing about Boo is that code samples from other languages can be readily converted, often with line reduction and clearer and cleaner syntax.
The only downfall of Boo is the class declaration. Is it really needed for a constructor function(among other things) instead of a good ol' def init()? Boo sometimes tries too hard to be like other .NET languages, I guess?
Answer by Talas21
Feb 26, 2012 at 12:04 AM
Boo has a syntax similar to Phyton, so I guess it's the preferred choice of the Phyton programmers. However, there are a very few example and little documentation in this language, therefore it's better to stick with unityscript and c# generally.
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