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Copy file name to clipboardExpand all lines: README.md
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@@ -12,6 +12,7 @@ This project aims to give you a viable alternative to C#. Scripting in C++ isn't
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* Low performance overhead
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* Easy integration with any Unity project
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* Fast compile, build, and code generation times
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* Don't lose support from Unity Technologies
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# Reasons to Prefer C++ Over C# #
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* Arrays (single- and multi-dimensional)
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* Delegates
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* Events
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* Boxing and unboxing (e.g. boxing `int` to `object`, casting `object` to `int`)
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# Performance
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Most projects will see a net performance win by reducing garbage collection, eliminating IL2CPP overhead, and access to compiler intrinsics and assembly. Calls from C++ into C# incur a minor performance penalty, so if most of your code is calls to .NET APIs then you may experience a net performance loss.
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Almost all projects will see a net performance win by reducing garbage collection, eliminating IL2CPP overhead, and access to compiler intrinsics and assembly. Calls from C++ into C# incur only a minor performance penalty. In the rare case that almost all of your code is calls to .NET APIs then you may experience a net performance loss.
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For testing and benchmarks, see this [article](http://jacksondunstan.com/articles/3952).
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[Testing and benchmarksarticle](http://jacksondunstan.com/articles/3952)
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# Project Structure
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Note that the code generator does not support (yet):
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* Boxing and unboxing (e.g. boxing `int` to `object`, casting `object` to `int`)
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*`MonoBehaviour` contents (e.g. fields) except for "message" functions
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