Earlier quoted context omitted.
While I get that you’re making a stylized comment, it’s a big drag. It’s one of those, “everyone is an idiot except me” styles. By all means, make a game engine that people will adopt based on CoreCLR (or whatever). It’s not saying much that everything has tradeoffs. During the “decade” you are talking about, CoreCLR didn’t have a solution for writing anything for iOS, and today, it isn’t a solution for writing games…
I am sorry that I came across as abrasive, however the points I raised, are as far as I know, factual (and echoed by others' comments). I don't think ignoring them would be constructive. During the 'decade' where CoreCLR was not a solution, Mono (Xamarin) still was - in fact their entire commercial appeal (before they were bought out by Microsoft) was that they provided an AOT compiled .NET for mobile devices. Unity…
I think the biggest hurdle a unity contender has to overcome, is how to provide both 'similar enough' primitives as well, as a way to easily consistently handle the graphics/sound pipeline (i.e. simple way to handle different platform bindings) while also making sure all of that infrastructure is AOT friendly.