(no title)
chrisdirkis | 2 years ago
Most modern large games use IL2CPP, the C++ transpiler; it's a requirement on iOS, nearly a requirement on Android, and almost certainly a requirement on consoles. Perf is often nicer and it's harder to mod/hack, which some devs like.
Sibling poster notes different .Net compatibility settings. Modern Unity versions allow you to be in either .Net 4.6(ish) mode or .Net Standard 2.0/2.1 mode. The latter comports more with Core's APIs, though is pretty old at this point.
And, since we're on similar topics, Unity currently supports C# 9.0, minus a few minor features[1]. This is a massive improvement compared to a few years ago, where we were stuck with C# 4 or 6, and means you can write pretty modern and performant C#. Especially notable is Span support, a way of representing (basically) non-owning array slices.
[1] https://docs.unity3d.com/2023.3/Documentation/Manual/CSharpC...
sanktanglia|2 years ago