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Why doesn't mono support arm64?
In Unity Editor, iOS Player Settings, Architecture can't be changed to Universal if Scripting Backend is Mono2x.
I already tried searching google but got nothing.
Any page discussing this question would be nice :)
Answer by JoshPeterson · May 11, 2017 at 12:08 PM
In the past, the Mono arm64 AOT engine and runtime were not open source, and Unity did not have the proper license to use them.
For 64-bit support on arm64, you will need to use the IL2CPP scripting backend.
Soga! Is it open source now? But Unity is focusing on IL2CPP, $$anonymous$$ono is beco$$anonymous$$g history.
Don't worry, $$anonymous$$ono is not beco$$anonymous$$g history. We're still heavily using the $$anonymous$$ono JIT and will continue to do so in the future.
will Unity going to support $$anonymous$$ono arm64 in the future?
No, we're not planning support for $$anonymous$$ono AOT for arm64 at the moment.
It's just that IL2CPP takes 100000000x times longer to build, because of Google's new requirement of having a 64bit version included we're required to do IL2CPP. Now with my release builds I'm waiting sooo much longer than I used to.
that's sad because we can't customize mono protection anymore. Now we must force to keep game unprotected
its nost just about protection. I have two phones that run my App when it is compiled with $$anonymous$$ono but do not run when I use IL2CPP.
IL2CPP sucks hard and is full buggie.
I tried both Arm7, Arm64 and even x86 checked :(
Can you provide details about what goes wrong? At the moment we have no known issues with IL2CPP on Android, although we would love to fix anything you find.
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