Earlier quoted context omitted.
> Unity is still stuck with the worst possible GC (Boehm) for the foreseeable future. How are we measuring "worst possible" here? Unity's GC is unique in that it has an incremental marking phase. The most important thing in a unity application is frame latency, not raw GC throughput. If you are generating so much garbage every frame that the incremental collector falls behind, that's probably on you.
A Jurassic GC introduced in Mono, that due to Unity not wanting to pay Xamarin for updates, meant it was mostly frozen in the days of Unity/Xamarin early collaboration. Unity preferred to go down the route of HPC#, Burst compiler and IL2CPP, and is still maybe one to two years to fully migrate to modern .NET. Meanwhile in Redmond, Mono is almost gone, with CoreCLR already in preview for mobile platforms, https://devb…
They're replacing Mono with CoreCLR in Unity 7 which is Q1 2027. Somehow they're also doing this with no breaking changes too - even though they previously announced breaking changes due to the obvious differences between the two runtimes.
Also, they have already said there are no plans to change the GC used by IL2CPP builds so it will keep using Boehm.