This looks fantastic. I'm a full time Unity developer that uses Clojure for all non gaming tasks, so I'm pretty much the perfect target market.
My only concern is - do you have any way to have compatibility with IL2CPP[1]? As I understand it, there's a preview of the exporter already in Unity 5.
Without it, WebGL will not work, and it would not be a surprise to see similar technology used for iPhone deployments in the future (which is specifically where the Mono licensing problem comes from due to the static linking requirements).
IL2CPP has been on our radar for a while. We haven't gotten any real access to Unity 5 yet, so we can't say what the compatibility will be like for sure.
But since IL2CPP acts on the CLR bytecode, and Arcadia emits valid CLR bytecode, in theory there shouldn't be a problem. Time will tell!
Good question, reflective code emission won't work on some platforms. We think this will only be an issue for eval. In the future we'll probably have options for disabling eval while retaining macros for AOT.
IL2CPP seeks to provide similar functionality as AOT platforms supported by mono today (e.g. iOS). If something works on iOS, it has a very good chance of running on an IL2CPP supported platform.
My only concern is - do you have any way to have compatibility with IL2CPP[1]? As I understand it, there's a preview of the exporter already in Unity 5.
Without it, WebGL will not work, and it would not be a surprise to see similar technology used for iPhone deployments in the future (which is specifically where the Mono licensing problem comes from due to the static linking requirements).
http://blogs.unity3d.com/2014/04/29/on-the-future-of-web-pub...