.NET platform is server focused, it does a lot at runtime, including recompiling bunch of functions
It was a huge problem before Unity had the IL2CPP target, you had to deal with the slow cold start and you also had to manually call your hot functions to avoid getting them recompiled during gameplay, wich would cause ton of micro-stutters
Hence people prefer languages like LUA for their scripting needs, even for Unity [1], great perf for interpreted and you can ship it on consoles/mobile platform that forbid JIT
Now that .net has a dedicated AOT compiler, things could improve, but i doubt this engine supports NativeAOT
.NET platform is server focused, it does a lot at runtime, including recompiling bunch of functions
It was a huge problem before Unity had the IL2CPP target, you had to deal with the slow cold start and you also had to manually call your hot functions to avoid getting them recompiled during gameplay, wich would cause ton of micro-stutters
Hence people prefer languages like LUA for their scripting needs, even for Unity [1], great perf for interpreted and you can ship it on consoles/mobile platform that forbid JIT
Now that .net has a dedicated AOT compiler, things could improve, but i doubt this engine supports NativeAOT
[1] - https://github.com/Tencent/xLua