Hacker News new | ask | show | jobs
by pjmlp 18 hours ago
A Jurassic GC introduced in Mono, that due to Unity not wanting to pay Xamarin for updates, meant it was mostly frozen in the days of Unity/Xamarin early collaboration.

Unity preferred to go down the route of HPC#, Burst compiler and IL2CPP, and is still maybe one to two years to fully migrate to modern .NET.

Meanwhile in Redmond, Mono is almost gone, with CoreCLR already in preview for mobile platforms,

https://devblogs.microsoft.com/dotnet/dotnet-maui-moves-to-c...

Capcom's RE engine also uses their own fork CoreCLR, customised for consoles, Devil May Cry for PS 5 uses it.

1 comments

> Unity preferred to go down the route of HPC#, Burst compiler and IL2CPP, and is still maybe one to two years to fully migrate to modern .NET.

They're replacing Mono with CoreCLR in Unity 7 which is Q1 2027. Somehow they're also doing this with no breaking changes too - even though they previously announced breaking changes due to the obvious differences between the two runtimes.

Also, they have already said there are no plans to change the GC used by IL2CPP builds so it will keep using Boehm.

Yeah, but will they deliver this time?

Apparently the team has been affected multiple times during the various layoffs.

Unity has been both a blessing for .NET adoption on the games industry, and also pain, given that many equate .NET with their Unity experience.

I have my doubts! I work on Rust (the video game) and we're excited to see how much better performance will be on CoreCLR. However, we were confused by the switch from "Mono replaced with CoreCLR with these breaking changes Unity 6.8" [1] to "Mono replaced with CoreCLR with no breaking changes in Unity 7 [2], with Unity 6.8 off the roadmap [3]".

[1] https://discussions.unity.com/t/path-to-coreclr-2026-upgrade...

[2] https://unity.com/releases/unity-7

[3] https://unity.com/roadmap

I guess fingers crossed, then. :)