Hey, do you guys have any live games on Google Play built with the IL2CPP backend instead of Mono? Any problems, weird crashes, anything? I’m about to a release my new game and am seriously considering IL2CPP, even though it still is listed as experimental.
The binaries are a bit larger than with Mono, but the performance is good and there is the added benefit of not handing over the sources on a silver platter…
With the recent size reductions on the latest patch releases, I get about 7MB difference uncompressed. Not too bad, IMO. Compressed APK is about 2 megs larger with IL2CPP.
Me neither, no problems on my alpha-testing but I’m looking for apps that have a significant amount of users. Guess nobody has dared to release with IL2CPP yet?
I don’t think that’s the issue that nobody has dared. I usually release with latest updates and features as mostly needed for mobile, as its much faster paced and need every performance boost one can get.
The problem is poor clarity, I have not seen anywhere, where Unity mention the benefits of switching a specific platform such as Android to IL2CPP, yes there is general presentations on IL2CPP and technical data how it improves things. Also it can be listed as “experimental” but what does this mean exactly, as can have many meanings.
@mh114 you soon know if the game crashes or not when published, if you start getting 1 star reviews. I would be more concerned about the Android graphic issues than other things.