Just wondering if anyone has any idea of what might be happening. I've been working on a football game and I have a screen where the user can choose to simulate the week's games. When the user chooses to sim a game, I'm using my normal match engine, but I've disassociated all graphical elements - like a model/view/controller with no view - until the game is over and the results are being reported. When the game is being simmed, there is nothing happening on screen. 99% of the logic is happening in non-GameObject C# classes. I have no game logic in Update() and related methods, no tweening happening. I'm doing this to get maximum speed and to detach game logic from the usual frames per second type throttling/calculations that go on in Unity. When I execute in the Editor, I can simulate a football game in about 1 minute or 0.3 seconds per play. The same play can take 20 seconds to display when a player is playing the game out, so that part is working fine. I was pretty sure that building to a Windows executable and executing standalone would lead to better performance, but the exact opposite happened. Simulating games in my standalone build is taking about 2.5 minutes - almost 3X slower. I've tried 64 bit builds and it has had no effect whatsoever. Has anyone else had a similar experience with an app that does more background calculations than on-screen animations? Maybe someone's tried to make a chess game or something with a long running AI in Unity and has seen this?