Hello. Our game is using Unity as a real-time backend solution, by running an instance of the game acting as dedicated server. We have made some tests of the performance of this solution by joining the server and creating 20 NPCs, and it seems that under the same conditions the performance drop is huge in Linux. Here is the CPU usage in Windows (Intel(R) Core(TM) i3-4330 CPU @ 3.50ghz) And here is the same server running in Linux (Intel(R) Core(TM) i7-4770 CPU @ 3.40GHz) The server is a headless version with all the graphics and UI stripped down. Looking at the profiler it displays a clear SetPass: 0. Both of them are running with Mono. Any ideas of the reason behind? Is Unity using a different Mono implementation on Linux? Are they compiled with different compilers or different optimization flags?