FNA (a port of XNA we used for Celeste) now officially supports consoles with C#'s NativeAOT. That means you can compile C# directly for consoles, which is something I've been looking forward to for years. Very exciting for the future of C# games!

https://icculus.org/finger/flibitijibibo

flibitPlan

For reference, most C# games running on consoles had to be transpiled to C++. Unity had IL2CPP, and Celeste and many other non-Unity games used a program called BRUTE. But with Microsoft supporting native C# compiling with NativeAOT that should not be required long term.
This was the main motivator for me to learn C++ to begin with - at the time the future of C#'s NativeAOT looked really uncertain and so I decided to just make games directly in C++ to make cross platform support easier.
@noelfb Maybe this could be the first of many steps towards Godot being professionally used for console videogames.

@noelfb Can I ask what makes this different from the Moni AOT capabilities? If I understand correctly, Mono could also do full AOT and that’s how Xamarin could support iOS with it.

Is it a matter of performance? Or is it that Mono never supported console architectures properly? (Admittedly I have no idea what consoles require)