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Is it a risk to support IL2CPP for Android for now?

Discussion in '5.2 Beta' started by Gokcan, Aug 13, 2015.

  1. Gokcan

    Gokcan

    Joined:
    Aug 15, 2013
    Posts:
    289
    As title asks is it a risk to support IL2CPP(android) for now since it is too new? Or when should we start to switch using? Lets say I have tested on a particilar phone and it worked, is there a guarantee that no problem can occur because of IL2CPP on other phones?
     
  2. Gokcan

    Gokcan

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    Aug 15, 2013
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    289
    I have a mobile game and I want to use IL2CPP but should I wait untill it is more stable?
     
  3. Jonny-Roy

    Jonny-Roy

    Joined:
    May 29, 2013
    Posts:
    666
    Only you can answer this. Do you want to take the risk or not?
     
  4. Gokcan

    Gokcan

    Joined:
    Aug 15, 2013
    Posts:
    289
    What I will gain if I use it: performance
    My game already is played over 30 fps on most of the phones.
    So no logic to take that risk.
    But I actually ask if itis a risk or not ? Your answer is: it is a risk...
     
  5. Jonny-Roy

    Jonny-Roy

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    May 29, 2013
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    Well, if it wasn't a risk, then it wouldn't show the warning in the build!
     
  6. hippocoder

    hippocoder

    Digital Ape

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    Apr 11, 2010
    Posts:
    29,723
    Absolutely every feature in Unity is a risk. Thankfully, it's a risk you can figure out with good testing.