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I wonder if today though, with the licenses costing nothing, if they still would have done IL2CPP. I think there are benefits of it especially on iOS where the
by drawkbox 11y ago
I wonder if today though, with the licenses costing nothing, if they still would have done IL2CPP. I think there are benefits of it especially on iOS where they need to be sure there aren't future cases where development is blocked. But it was a massive undertaking and almost made Unity unusable/unstable for a good portion of 2015. They appear to have weathered the storm even though they had to recreate AOT compilation in C++ (which spawns massive amounts of files).
Unity was going to go C++ back in the day when Flash/Non-AOT code was being blocked in iOS 3.3.1. [1] I actually wish pure C++ was an option for Unity. Being C++ at build allows Unity to control it's destiny a little more and I am sure the 3.3.1 thing with Apple influenced that.
[1] http://blogs.unity3d.com/2010/07/02/unity-and-ios-4-0-update-iii/ http://blogs.unity3d.com/2010/07/02/unity-and-ios-4-0-update...
- pjmlp 11y agoThanks for linking to that blog post. One interesting aspect is that they make use of C++ inline declarations when doing the JavaScript vs C++ examples, without explaining that there are semantic differences between writing the code like that or .h/.cpp files.