Choosing between inkgd and godot-ink

Important

The decision to pick inkgd over godot-ink boils down to the programming language you want to use in your game. If your game uses Godot Mono and is primarily written in C#, you should use godot-ink. On the other hand, if you have a GDScript codebase, inkgd is the best option. For more information, see below.

There are two ports of the ink runtime for Godot, godot-ink and inkgd.

godot-ink wraps the original C# runtime and is geared towards Godot Mono. inkgd is written in GDScript and is more at home in Godot vanilla.

Differences, strengths and weaknesses

godot-ink provides a C# API that can be awkward when used in GDScript. For instance, methods are written in PascalCase. Additionally, some types —such as InkList— can’t be easily bridged to GDScript.

inkgd provides a snake-cased API that integrates well with other GDScript scripts but suffers from poor performance. The GDScript implementation is about 50 times slower than godot-ink. These performance limitations are detailed in Performance.


If you’re still interested in using inkgd, head over to the Introduction. Otherwise, godot-ink is an excelent choice!