Posted by iliketrains 12/28/2025
First thing is that CoreCLR is _very_ much an active development effort and we're committed to the roadmap we presented at Unite, with at least a CoreCLR-backed Player (aka, what you "Build" when you build your game with Unity) being delivered as a technical preview around the 6.7 release timing. This would basically mean being able to select "CoreCLR" as a scripting backend option (similar to IL2CPP) and see some of the upside and benefit the author mentions here.
That said, Unity isn't a pure C# environment. As lots of people know, there is a robust native layer underlying a lot of the managed (C#) code operating a pseudo-ECS design (not literally DOTS/Entites but an engine architecture thing). This means that a lot of the load-bearing code Unity-the-engine is running every frame is notably _not_ C# code, but instead native code that is, in a lot of cases, already very fast. This means that for tight loops of certain systems in the engine, moving to modern .NET isn't going to carry an implict performance increase of those systems. Said differently, CoreCLR isn't a magic performance bullet for Unity. What we like to say though is that "CoreCLR will make C# code faster", so if your game (or general scripting architecture like the author brings up, with lots of "loose" C#) is very C# dependent, you _will_ see a lot of benefit.
One thing we starting to investigate is how much performance there is to gain in Unity-the-engine by migrating legacy native C++ code to C# backed by CoreCLR. C# code can be a lot more maintainable and I'd be lying if I said that we really need _every_ managed->native->managed jump we do in the engine, especially with the performance benefit CoreCLR gives us. There are additional things as well like getting intrinsic-backed (or JIT'd) SIMD code for any C# we write with apis like Span<T>, covering for plenty on places in native code where we aren't directly checking for processor arch at runtime or the compiler misses some optimization. This is especially relevant as we also move the editor to CoreCLR, and obviously want it to be as fast as possible, and represents some of the attendant benefits of really focusing on .NET modernization.
Regardless, CoreCLR is very much the future of Unity and we're all very excited about it and the progress we're making. The player in 6.7 is the first step and there are lots of other parts (like modern C# lang versions) that will be major boons to development writ large. I (personally, as a game developer) see a lot of awesome things possible downstream of the shift and am (again, selfishly) very excited about what's possible.
Can you share how large is the team responsible for .NET Modernization?
> migrating legacy native C++ code to C# backed by CoreCLR.
Yes please! Surely things like Quaternion.Lerp don't have to be C++ code under CoreCLR.
Feel free to get in touch in case I could be of any help :)
1. Uses "I"
2. Look how many times it switches verb tenses here:
"One day I was debugging an issue in map generation and it was time-consuming [...]. To make debugging faster, I’ve written a unit test, hoping to cut down on the turn-around time since Unity takes 15+ seconds just to crunch new DLLs [...]. When I ran the test, it finished in 40 seconds."