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Our goal is to upstream everything that we can. At the moment we we working to make our fork as small as possible. Once we have a clean set of...
No, we've not tried that yet, so I can't give any advice, sorry! When we do have a publicly available release, there will be an alpha/beta period...
Yes, a big part of the strategy for .NET at Unity is to use more "stock" .NET tools. Unity still need some customizations but our goal is to open...
You are correct. We expect to initially support IL2CPP only for Android. We're planning to explore NativeAOT for all platforms it supports in the...
No, the content of the linker-flags argument is used only to pass to the native linker.
I'm surprised to see a newline interested there. Looking at the code, I don't see where that would happen, and it is definitely unexpected. If...
I expect that --linker-flags can accept any number of flags. Make sure the string you are passing is quoted though. I forgot about...
I think this might be the same question that was asked here as well:...
The player build system did change in 2022.3, maybe this is no longer working properly. Could you try instead to pass the --linker-flags option...
On platforms that support dynamic libraries (like Windows desktop), I would recommend you use a dynamic library instead of a static library. See...
We are planning to keep up to date with the latest version of .NET Microsoft releases when it is released.
We don't have any public communication about Unity support for new .NET versions. We are working on it internally, and we will announce it when we...
Sorry, I've been a bit behind on this thread! Regarding release timelines for new .NET support: we're not yet making any public statements about...
Your understanding is correct, at least for most platforms, we compile all of the generated C++ code into a single shared object. On a few...
Can you drop us a bug report for this with a project that causes it? We're using the same GC code for Mono and IL2CPP, so this is a difference we...
This sounds like a bug with IL2CPP. Can you submit a bug report with a project that causes this issue?...
You can find the log file locations for each platform here: https://docs.unity3d.com/Manual/LogFiles.html But it looks like the message you have...
It looks like you might be hitting a crash in the Emscripten compiler used to compile the generated C++ code into Web Assembly code. Can you find...
If you roll back that change, does the problem still occur?
You can find a lot of discussion about this on the recent posts on this thread:...