Note: Below findings are for builds only.
In Standard 3d Rendering (x86 and x86_64 architecture): IL2cpp w/out Native C++ If you don't pin tiles, no tiles get generated on builds If you pin tiles, only those tiles generate along with tress and objects on those tiles. All neighboring tiles only generate the draft tile and are not stitched properly to connecting tiles. IL2cpp w/Native C++ No tiles/terrain is generated with or without pinning tiles. In URP Rendering (x86 and x86_64 architecture): IL2cpp w/Native C++ If you don't pin tiles, tiles generate but neighboring tiles do not stitch or generate from draft Thread(s) seems to lock up the main thread after a min or so and build will just hang if it does not crash IL2cpp w/out Native C+++ Same result as above. I truly hope you can get MM2 to coincide with IL2CPP as IL2CPP is so much faster and cleaner, especially for final builds. Additionally, I know Unity will be phasing Mono out as a backend scripting method and pushing IL2CPP as it sole replacement, for performance issues, etc.. So any insight you have here would be greatfull!