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Unity supports many platforms and might use different scripting backends depending on the platform. When the collector is disabled, you should be careful to avoid allocating excess memory.NET system libraries You can also use the GarbageCollector API to completely disable garbage collection in players. To check the number of allocations and possible CPU spikes in your application, use the Unity Profiler. For more information, see Understanding Automatic Memory Management. This spreads the time it takes to collect objects over a number of frames and reduces the amount of stuttering and CPU spikes. In Incremental mode, Unity’s garbage collector only runs for a limited period of time and does not necessarily collect all objects in one pass. To toggle between Incremental mode and “stop the world”, go to Edit > Project Settings > Player, open the Other Settings panel and click the Use incremental GC checkbox. You can disable the Incremental mode to use “stop the world” garbage collection, although Unity recommends use of Incremental mode. Unity uses the Incremental mode by default. Unity uses the Boehm garbage collector for both the Mono and IL2CPP backends. You can use Preserve attributes and link.xml files to prevent specific types and functions from being stripped.
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Note: Code stripping might be too aggressive in some cases and might remove code that you rely on, especially when you use reflection. For more information on code stripping, see the Managed Code Stripping documentation. Go to Edit > Project Settings > Player, open the Other Settings panel, then click the Managed Stripping Level dropdown and select the level of code stripping you want. You can control how aggressive Unity is when stripping code. This process reduces the final binary size of your build, but increases build time.Ĭode stripping is disabled by default when you use Mono but code stripping cannot be disabled for IL2CPP. When you build your application, Unity scans the compiled assemblies (.DLLs) to detect and remove unused code. To do this through the Editor, go to Edit > Project Settings > Player, open the Other Settings panel, then click on the Scripting Backend dropdown and select which backend you want. When you build a player for your application, you can choose which scripting backend to use. The Unity Editor is JIT-based and uses Mono as the scripting backend. The benefit of using a JIT-based scripting backend is that the compilation time is typically much faster than AOT and it’s platform-independent. IL2CPP uses ahead-of-time (AOT) compilation and compiles your entire application before it is run.Mono uses just-in-time (JIT) compilation and compiles code on demand at runtime.More info See in Glossary (Intermediate Language To C++), each of which uses a different compilation technique: More info See in Glossary, Mono and IL2CPP A Unity-developed scripting back-end which you can use as an alternative to Mono when building projects for some platforms.
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Universal Windows Platform, however, supports only two. Unity supports three different scripting backends depending on target platform: Mono. Unity has two scripting backends A framework that powers scripting in Unity. NET platform in order to ensure that applications you make with Unity can run on a wide variety of different hardware configurations.NET supports a range of languages and API libraries.