The CoreCLR should easily perform twice as good as Mono in many cases.
The CoreCLR should easily perform twice as good as Mono in many cases.
As a C#/.Net developer I'm satisfied with the C# and .Net support in Unity. 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.
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.
https://docs.unity3d.com/Manual/Mono.html
Seems so. In fact, not just Mono but their own fork of Mono.
And I think .NET6 supports mobile now?
[disclosure: I work on Mono at Microsoft.]
[1] https://forum.unity.com/threads/performance-optimizations-fo... [2] https://forum.unity.com/threads/expected-performance-of-new-...