I have a game who's server could run nearly entirely in a native c# application. The physics, scene handling, input, networking, update loop, etc. are all independent, except for one single thing; I'm relying on Burst, Unity.Jobs, Unity.Collections & Unity.Mathematics. Nothing else. (Even the assets can be stored and loaded from pure c# objects and systems)
When making a server/headless build (I've only tried Windows server builds for now, but ideally in the future I'll try Linux), there still seems to be some overhead cost I'd like to reduce. How should I go about it?
I could make some kind of dummy library that would replace the a subset of the methods/structs I'm using from Unity libraries, but that would take a lot of time and my hot code would be pretty slow.
I was wondering if anyone had an idea of how to heavily strip the engine completely.