BAD, BAD
BAD, BAD
Is it what they've been working on for so long? 🤩
Not all of it - it's just the Player, not the Editor - but it's a significant piece of it, yeah :)
I'm amped, can't wait until this hits stable. The CoreCLR perf is going to be nuts.
I wrote a shared library in .NET Standard so I could use in plain .NET and Unity. I think this was around the time of .NET 6. I had some code that ran almost instantly in .NET 6 where I developed it but when I brought it into Unity it took like 30 seconds. I was messing with some Stream stuff so I am not sure what the slowdown was. I ended up figuring out making array copies was faster in Unity than what I had been trying to do to optimize things in .NET. Maybe my code sucked and the .NET compier was saving me, not sure. Still it will be great to have parity.
editor is still mono, still takes ages to recompile, but i guess this is finally first step
I completely bypass the editor. Raw dog the source code and run it headless to test things.
Hey mate, can coreclr fix this editor slowness? maybe if its improved
Unity linkedin showed faster 4-5x+ faster recompile times w/ coreclr
What does this mean for the less technical among is?
Better game performance and modern C# features.
I hope to be able to use the new C# features soon!
Which features are you most excited to use?
I've used c# 13 for a long time now by patching roslyn with this tool. https://github.com/DaZombieKiller/UnityRoslynUpdater
Is this Core?!
With core CLR, do all my old scripts that inherit from mono behavior need to inherit from something else now?
Nope
Does it help reduce the domain reloading time afrter modifying code?
No, that will come with the CoreCLR Editor.
If I want the CoreCLR experience, can I start my project with 6.7 alpha? How big of a refactoring job will it be to move to 6.8 later?
I wouldn't recommend you use the experimental CoreCLR player for production use. It is *not* going to be supported as part of the LTS and not every bug reported will be fixed. The biggest difference between the experimental CoreCLR player (apart from its support status) is that the Unity ~6.8~ 7.0 player will support .NET 10 and C# 14. The experimental player supports .NET Standard 2.1 and C# 9 (same as the mono player). The best way to prepare for a CoreCLR based engine is to make sure your project is Fast Enter Play Mode compatible. You can use the Project Auditor alongside most Unity 6 versions to diagnose most incompatibilities. More info in the upgrade guide: https://discussions.unity.com/t/path-to-coreclr-2026-upgrade-guide/1714279
Excellent news! Although we won't be using it anytime soon. We are very excited for the changes to come!