From a game developer perspective it will certainly result in better performance. The runtime services provide the C# core library, the Unity API, reflection services and garbage collection. IL2CPP translates IL to C++, then to a native executable format as part of the Unity build process (and I don't mean that old technique to reduce C++ build times, if you are old enough to know about that). Normally then it is compiled to native code just in time prior to execution on the device. Net assemblies that are compiled just in time (JIT).Ĭ# is certainly compiled. It is worth mentioning that the compiler is AOT simply to distinguish it from normal. It is comprised of an ahead of time (AOT) compiler and runtime services. Net assemblies (that contain IL) to native platforms. IL2CPP is a Unity technology for compiling. However if you are a game tech enthusiast you will want to dig deeper. Just know that it will make your game run with native performance (on supported platforms) and you'll get your game on more platforms because IL2CPP makes it easier for Unity to support new platforms. Use of ILC2PP will be built-in when building for certain platforms, it happens under the hood and should be completely transparent. Most Unity game developers won't have to care about it. IL2CPP is a Unit圓d technology for converting C# code to C++ code and from there native compilation for a particular platform. Even before I explain IL2CPP I can probably say that your guess is correct, it is essentially is what is implied by the name. If you have some experience you have probably already guessed the purpose of this technology. I had wanted to learn about it and doing the lightning talk was a good excuse. We recently had lightning talks at Game Technology Brisbane and I spoke about IL2CPP.
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