This document discusses C# and memory management in Unity. It begins by introducing the author and some of their open-source projects related to C# and Unity, including libraries for serialization and reactive programming. It then discusses using async/await with Unity through the UniTask library. The document also covers differences in memory management between .NET Core and Unity due to using different runtimes (CoreCLR vs Unity runtime) and virtual machines. It presents examples of using unsafe code and pointers to directly manage memory in C# for cases like native collections. It concludes that while C# aims for a safe managed world, optimizations require bypassing the runtime through unsafe code, and being aware of memory can help better understand behavior and use APIs more