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Question by ina · Nov 11, 2012 at 10:20 AM · compilationaotjit

Unity compilation process - JIT and AOT?

In the docs, it seems Unity compiles all scripts to dlls, which are JIT compiled at runtime. http://docs.unity3d.com/Documentation/ScriptReference/index.Script_compilation_28Advanced29.html

Is JIT always used?

Where does AOT fit in, and is AOT done only for some platforms? Are both AOT and JIT used for each platform?

When AOT-compiled, do we lose any functionality?

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avatar image ina · Nov 11, 2012 at 04:06 PM 0
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Also, if you use generics, does that force your AOT to actually be JIT?

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Answer by Graham-Dunnett · Nov 11, 2012 at 09:48 PM

On iOS devices scripting languages are explicitly prohibited by Apple, so on that platform we AOT (ahead-of-time) compile the code into assembler during the build process. When you use AOT reflection is not supported, since this typically generates c# at run-time.

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avatar image ina · Nov 12, 2012 at 04:29 AM 0
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HI Graham, can you explain how components relate to AOT/JIT, i.e., are Unity components compiled to their own assembly http://answers.unity3d.com/questions/346501/unity-as-a-components-based-system.html

avatar image ina · Nov 12, 2012 at 11:24 AM 0
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Here's possibly a better question - http://answers.unity3d.com/questions/346881/how-does-unity-compilation-work.html

avatar image samizzo · Nov 26, 2013 at 11:35 PM 0
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On iOS, scripting languages aren't prohibited, you just aren't allowed to dynamically generate code. So you can use a scripting language with an interpreter, but you can't use a JIT interpreter or any kind of interpreter that dynamically compiles to native code.

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