I've hacked and modded a few in the past, but they were all using Mono, so dnSpy could easily decompile them back into source code.
I've hacked and modded a few in the past, but they were all using Mono, so dnSpy could easily decompile them back into source code.
Mono runtime will load your assembly and bind it with all the pinvoke stuff and JIT.
IL2cpp will take the IL code from your assemblies and convert it to C++ when making the binary, AOT.
IL2cpp is the preferred way to make sure your game supports the most platforms.
Yup, using Mono for iterating due to better build times is pretty common while using il2cpp for production releases.
ARM 64 bit can't even be targeted by Mono so unless you're keen to exhaust the address space il2cpp is the way to go.
My dcompilation writeups can be found here: https://www.boristhebrave.com/category/level-generation/