We’ve been hard at work improving the updated scripting runtime since our last update. Unity 2018.2 ships with dozens of bug fixes related t... Leer más
Entradas de Josh Peterson
Unity 2018.1 beta now includes a fully-supported, modern .NET runtime. As the .NET ecosystem continues to evolve, Unity is committed to main... Leer más
In this final episode of our IL2CPP micro-optimization miniseries, we’ll explore the high cost of something called “boxing”, and we’ll see h... Leer más
Last time we learned that virtual method calls are slower than direct calls, and we found out how to tell IL2CPP that a given virtual method... Leer más
The scripting virtual machine team at Unity is always looking for ways to make your code run faster. This is the first post in a three part ... Leer más
This is the eighth and final post in the IL2CPP Internals series. In this post I’ll deviate a bit from the content of previous posts, and no... Leer más
This is the seventh post in the IL2CPP Internals series. In this post, we will explore a bit about how the IL2CPP runtime integrates with a ... Leer más
This is the sixth post in the IL2CPP Internals series. In this post, we will explore how il2cpp.exe generates wrapper methods and types use ... Leer más
This is the fifth post in the IL2CPP Internals series. In the last post, we looked at how methods are called in the C++ code generated for t... Leer más
This is the fourth blog post in the IL2CPP Internals series. In this post, we will look at how il2cpp.exe generates C++ code for method call... Leer más
This is the third blog post in the IL2CPP Internals series. In this post, we will explore some tips which make debugging C++ code generated ... Leer más
This is the second blog post in the IL2CPP Internals series. In this post, we will investigate the C++ code generated by il2cpp.exe. Along t... Leer más
Almost a year ago now, we started to talk about the future of scripting in Unity. The new IL2CPP scripting backend promised to bring a highl... Leer más