How many Unity projects are really bottlenecked by C# scripting performance in ways that couldn't be solved by sticking to well-known best practices, or using the Job System, or in some cases maybe compute shaders?
IMHO, the last thing that Unity needs right now is a new scripting language option and more fragmentation.
What they really need is fewer options. Right now there's 3 render pipelines, 3 UI systems, 3 physics engines, 2 input systems, and so on - competing for resources/attention. They've tried to replace so many systems but never quite made it to the point where they can actually remove the 'legacy' versions of the system, for various reasons.
IMHO, the last thing that Unity needs right now is a new scripting language option and more fragmentation.
What they really need is fewer options. Right now there's 3 render pipelines, 3 UI systems, 3 physics engines, 2 input systems, and so on - competing for resources/attention. They've tried to replace so many systems but never quite made it to the point where they can actually remove the 'legacy' versions of the system, for various reasons.