Hey,
I have been using Rust in Unity for a long time now, mostly with a custom library loading layer. It works really well, and I enjoy it a lot because of Rust itself and the highly improved performance over Unity C# (sometimes orders of magnitude faster). We also investigated ways of automated real-time bindings generation with Code Orchestra. We were able to seamlessly integrate C# into C++ code (with bidirectional bindings so that C++ can interact with code written in C#) and Rust would have been the next target. The same technology could be adapted to work in Unity.
Here are some demo videos of the technology in action:
I have also been working on the Cinematic Rendering Pipeline (CRP), which is a massively enhanced version of DenseLOD (which was mentioned on the forum a while ago: So, Nanite page-3). It is a fully custom DirectX12 rendering engine implemented in pure Rust and a rendering backend abstraction compatible with Vulkan. The DenseLOD part is essentially a Nanite-like technology for rendering an infinite amount of geometry. The second-latest iteration of CRP easily managed 100 billion triangles, with the latest version being significantly faster but still unfinished. The other major part is a custom light pipeline with real-time global illumination and support for the latest ray tracing features. Since CRP is implemented from scratch and highly decoupled from Unity itself, it could be used anywhere and is also not limited by what Unity supports but instead by what the latest DirectX/Vulkan features are.
We are happy to cooperate with the Unity teams regarding the use of CO in Unity to provide first-class support for arbitrary languages or CRP to provide next-gen graphics without sacrificing performance.