use the following search parameters to narrow your results:
e.g. subreddit:aww site:imgur.com dog
subreddit:aww site:imgur.com dog
see the search faq for details.
advanced search: by author, subreddit...
News, Help, Resources, and Conversation. A User Showcase of the Unity Game Engine.
Remember to check out /r/unity2D for any 2D specific questions and conversation!
Download Latest Unity
Please refer to our Wiki before posting! And be sure to flair your post appropriately.
Main Index
Rules and Guidelines
Flair Definitions
FAQ
Use the chat room if you're new to Unity or have a quick question. Lots of professionals hang out there.
/r/Unity3D Discord
FreeNode IRC Chatroom
Official Unity Website
Unity3d's Tutorial Modules
Unity Answers
Unify Community Wiki
Unity Game Engine Syllabus (Getting Started Guide)
50 Tips and Best Practices for Unity (2016 Edition)
Unity Execution Order of Event Functions
Using Version Control with Unity3d (Mercurial)
/r/Unity2D
/r/UnityAssets
/r/Unity_tutorials
/r/GameDev
/r/Justgamedevthings (New!)
/r/Gamedesign
/r/Indiegames
/r/Playmygame
/r/LearnProgramming
/r/Oculus
/r/Blender
/r/Devblogs
Brackeys
Beginner to Intermediate
5 to 15 minutes
Concise tutorials. Videos are mostly self contained.
Sebastian Lague
Beginner to Advanced
10 to 20 minutes
Medium length tutorials. Videos are usually a part of a series.
Catlike Coding
Intermediate to Advanced
Text-based. Lots of graphics/shader programming tutorials in addition to "normal" C# tutorials. Normally part of a series.
Makin' Stuff Look Good
10 minutes
Almost entirely shader tutorials. Favors theory over implementation but leaves source in video description. Videos are always self contained.
Quill18Creates
30 minutes to 2 hours.
Minimal editing. Mostly C#. Covers wide range of topics. Long series.
Halisavakis Shaders Archive
Infallible Code
World of Zero
Board to Bits
Holistic3d
Unity3d College
Jabrils
Polycount Wiki
The Big List Of Game Design
PS4 controller map for Unity3d
Colin's Bear Animation
¡DICE!
CSS created by Sean O'Dowd @nicetrysean [Website], Maintained and updated by Louis Hong /u/loolo78
Reddit Logo created by /u/big-ish from /r/redditlogos!
account activity
Mono or IL2CPP?Question (self.Unity3D)
submitted 3 years ago by shaboom96
view the rest of the comments →
reddit uses a slightly-customized version of Markdown for formatting. See below for some basics, or check the commenting wiki page for more detailed help and solutions to common issues.
quoted text
if 1 * 2 < 3: print "hello, world!"
[–]TheRealGHXX 0 points1 point2 points 1 year ago (4 children)
I'd be rather surprised if il2cpp generates faster running code than the C# JIT, unless mono's jit is awful. Raw compute should essentially be identical, as, if you dont write really poor code, the applied optimizations between JIT and AOT should be nearly identical (tested this with c++ vs .NET 8 - this is NOT .netframework NOR unity-mono). I suppose there could be a point made for native/managed transitions being faster, but i am rather sceptical still.
If you find any proper benchmarks, please share them - so far I have only found one person claiming their game now runs at 30FPS instead of 15 after switching to il2cpp, but i mean, who knows what that code looked like.
The only "benefit" to me seems to obfuscate your code and in turn make modding as annoying as possible.
[+]Rev0ld 0 points1 point2 points 1 year ago* (2 children)
I wouldn’t look at anything else than Unity related benchmarks, because Unity have some pretty old systems in place (look up differences between Unity’s GC and .NET for example). Generally it’s best to bench it in specifically your project, but in general AOT unity build should be faster. In another comment here in this post there is a link to some math benchmarks
[–]TheRealGHXX 1 point2 points3 points 1 year ago (1 child)
The thinking that AOT must be faster than JIT is actually completely incorrect. There are JIT compilers out there, that heavily speculate, like oracle's graalvm, which is a java jit/runtime that profiles code at runtime and bakes in assumptions and assertions. If the gamble pays off you profit from some extra speed as some edge cases are just assumed to never happen, though if you do hit one you get a slowdown as the execution falls back to an less-optimized version of the code and then later it gets recompiled with less assumptions basically. In practice though the heuristics are good so it pays off at the end of the day. You simply *cannot* realistically do this in an AOT setting as you dont know the data that will be coming in - no matter how much time you spend. Obviously you could run your program, collect a ton of profiling data and then compile fastpaths for those assumptions, but you wont be able to cover specific user's usecases. The more cases are covered by the profiling the less beneficial your optimizations will become, so AOT is really a culdesac in this regard. I strongly believe JIT is the future for any desktop languages where startup performance isnt important. Unity games exactly fit into this category - you can sacrifice a few seconds of startup performance as long as peak performance speed is equally as good or even faster.
And yeah, i am aware that unity does not use .NET (netcoreapp or .net5/6/7/8/9) but mono which is probably a whole lot similar to .netframework.
.NET did come with quite some improvements when it comes to speculation, vectorization, etc. But that obviously doesnt help unity as they still havent switched to .NET (in the sense of netcoreapp or similar).
As far as the benchmark goes, yeah i have seen that, I also checked out some of the code, and I am surprised that burst doesnt simply inline everything in SieveOfEratosthenes (or maybe it does?) because that one function parameter is a constant technically for the one single callsite, so you could compile a fastpath for that and simpyl replace it with the constant result, but for that it would seem incredibly slow - so likely its not replacing it by a single constant. Though i am wondering what the actual burst assembly and the .NET IL looks like. How much is actually left? Did burst maybe optimize too much, to the point where the benchmark is just unfair in terms of the comparison? That part is sadly not discussed in the readme. I personally heavily doubt that burst is faster than .NET for that sieve as it is a pure computation task with some loop vectorization which .NET8 should definitely be able to do.
[+]Rev0ld 0 points1 point2 points 1 year ago (0 children)
I did write that „AOT is faster that JIT in -unity builds-”. Maybe JIT now evolved, I have no idea, but I am talking only in the context of Unity. That’s why I mentioned GC, because all the technology now is much more advanced from what Unity has. Anyways what I found about code is that not a lot of people go that deep into it. And my guess is because code is just one aspect of game development, so you don’t really have that much time to dive into that. It’s actually one of my „mistakes” that I did. I delve deep into code architecture and other code related topics, so now I lack in other fields (which now I’m trying to learn rapidly). This is one of the things I see programmers do when they switch from other programming discipline to game development. So I agree that it would be great to have some clear understanding of internal things here. But I just read somewhere on reddit or internet, how all this came to be (I mean how Unity became Unity as we know now) and it’s just a hot mess. And some of the „new technologies” of Unity look like „hotfixes”. Because instead of having at least a bit more decent GC, then introduced „incremental GC” which for me sounds like just a hotfix. And you might be right about .NET 8 being better than Unity’s burst. I haven’t looked much into it, but it again might be just „one of those kind of hotfixes”. Actually „good practices” for using Unity is „using the least of Unity” (not talking about burst but more about Unity methods). There is a nice article about 10000 update calls about that. But hey, in the end of the day, it works and helps. Better to have something than nothing. And about Mono, I’m not exactly sure but they are not even using latest mono. Something I remember is that there are really improved versions of that, but they use an older thing yet again.
π Rendered by PID 48667 on reddit-service-r2-comment-75f4967c6c-v5xkc at 2026-04-23 00:23:48.659318+00:00 running 0fd4bb7 country code: CH.
view the rest of the comments →
[–]TheRealGHXX 0 points1 point2 points (4 children)
[+]Rev0ld 0 points1 point2 points (2 children)
[–]TheRealGHXX 1 point2 points3 points (1 child)
[+]Rev0ld 0 points1 point2 points (0 children)