I want to talk about why Unity C# code is different. This is about editor performance, with nullable types as an example. There's some JSON parsing happening, which someone wants faster. (It has to be a JSON parser.)
A significant portion here goes into peeking chars. "OK, that's where I/O is happening, duh." But no, there is a lot of work happening in this very PeekChar function. Look at the "Exclusive time" column in @superluminal






