So as I understood, AOT was necessary on iOS because apple disallowed all interpreted languages to be used on Apps in the App Store. Primarily as I understood for security reasons. But did anyone notice that they updated that clause? http://www.gamasutra.com/blogs/KerryJones/20130604/193593/iOS_interpreted_code.php You CAN have interpreted code on iOS just as long as all the code and interpreter comes in the original App download. Did I miss something here? Doesn't this mean that AOT is not needed on iOS anymore? That AOT can be scrapped, the hangup for Mono iOS licensing can be left behind, and the new Mono put onto the current Unity without IL2CPP? Why is Unity still AOT compiling for iOS? I presume theres a reason that I don't understand, and all of UT didn't just miss that clause change in Apple's TOS. Also on another note. For some of my projects the inability to essentially put new code and functionality into an App remotely, by download, has been a huge hindrance. I would think that, given that Unity is like the #1 game engine on iOS and making Apple lots of money. That Unity could actually work with Apple directly to better enable Mono, and it's full flexible feature set, to be used on the App Store. Like the ability to include new classes with new levels in the AssetBundle. ALSO, given Apple's clause, how did the the apps that let your run user-made Python and LUA code get onto the App Store? Clearly there is some set of conditions or something in which Apple will allow new interpreted code to be put into the App externally. It'd be really nice if Unity could get friendly with Apple to figure this out.