how about the performance difference between C# and using c++ dll?

Hi all,Maybe faster using c++ dll than c# when run on mobile device?Maybe slower? any one tested about this?calculate 100000 vertex position moving ,in c# is not good.so,I want to use c++ dll,should work?

If you’re moving a bunch of vertices on a mesh, I’d recommend writing it as a vertex shader, not C# or C++.

A native C++ dll can sometimes be faster but it really depends on what you’re doing. If you’ve got C# code that is getting a Unity mesh, grabbing all the vertices, passing them to a C++ dll, doing some stuff with it, and then passing it all back to C#, then updating the Unity mesh, that’s almost always going to be slower than just keeping it all in C#, because the overhead of passing things back and forth over the managed/unmanaged boundary and reconstructing the arrays is going to be higher than whatever performance you can eke out by using C++.

If you’re doing all of the vertex-grabbing, messing with them, and then rendering back directly in C++ you might be able to do it faster, but writing native plugins that actually interact with Unity rendering is kind of a pain; again, you’d probably be better off writing a vertex shader.

u are right, but ,i meet this dynamic batch bug in unity,it is so pain…so ,i think out this method ,as u say,i have no idea about this now…this is link :http://forum.unity3d.com/threads/dynamic-batching-particle-rotate-wrong.341084/