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They use their own heavily optimized Mono runtime that is .Net Standard 2.1 compliant and supports all C# 8 and many C# 9 features.

As a C#/.Net developer I'm satisfied with the C# and .Net support in Unity. The pain points are elsewhere.

https://docs.unity3d.com/Manual/dotnetProfileSupport.html

https://docs.unity3d.com/Manual/CSharpCompiler.html




> The pain points are elsewhere.

Not sure if this is what you mean but one huge pain point for almost every dev is that code changes necessitate a project reload, which, even with domain reload can be extremely slow and gets worse the larger the project becomes.... which is why I'm extremely exuberant about the new hot-reload plugins which allow editing code while a project is running and changes will be patched in real time! For me it's comparable to when SSDs first came out, finally we were able to ditch slow spinning rust. I've been using it for a couple days now and I've probably already saved a few hours.

I've been using HotReload.net which is free for Unity Personal Edition but there's also an asset on the store for ~40€ but i haven't looked at it yet.


As a developer on one of larger Unity games - yes, there are paint points elsewhere. There are many pain points. The poor performance of Mono/IL2CPP is a significant one for us. We have a different game built on .NET (Core) and performance is significantly better.

I also wouldn't call Unity's Mono 'heavily optimized' because they definitely trail behind standard Mono. Unity doesn't even support Mono's generational garbage collector but it has been the default in Mono since 2016.


Out of curiosity what engine are you using that leverages .NET (core) ? Stride?


It's an engine written in C++ (not Unreal) that we've added C# scripting to. So it's in the same kind of situation as Unity where their engine calls from C# land need to be marshaled into calls to native code and back, which of course has overhead.




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