r/Unity3D Mar 16 '26

Meta Man

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u/subject_usrname_here Mar 16 '26

Yeah sometimes I’m getting pissed at this but then I realize that 15 years ago if I needed to test one function and put the wrong sign in the calculations I’d need to recompile and rebuild the whole project twice. So thanks god for jit, I can take those 30 seconds to realize how good I have it.

u/SuspecM Intermediate Mar 17 '26

As far as I can tell (based on UE users complaining) we are still miles faster than UE* so we are good?

terms and conditions may apply, if you use visual scripting you don't even have to recompile anything as far as I can tell and since the engine seems to favor that a lot more than writing your own scripts, results may vary

u/subject_usrname_here Mar 17 '26

I’ve worked a bit on Unreal and they tried having jit compilation for c++ but it’s falling flat on its ass when you create a new script. Also it’s a lottery if it compiles or if you need to restart the editor. As far as blueprints goes they are more reliable but still sometimes you find yourself trying to repair a bug only to find out blueprints stopped recompiling. So when on unity my go to method of assuring that script compiles is adding non compilable lines and removing them after unity starts yelling, in unreal is to just restart the editor.

u/halfhulk Mar 21 '26

New versions of Unreal is much smoother than Unity in terms of code editing. Play is instant, blueprints compilation almost instant, C++ hot/live reload fast. Tbh it still has some issues especially when you need to add new things in code and then use it in blueprints (it’s easier just restart editor in such case). Also C++ is garbage and debugging is nightmare comparing to C#. And Unreal eat like 6-8 gigs of ram just to exist, and with Unreal only Rider is usable which also like to eat another half of your ram… so life is pain I guess..

u/SuspecM Intermediate Mar 21 '26

Pick your poison basically.

u/McDev02 Mar 17 '26

But it seems to have escalated in recent years. Once I worked with a project with Unity 2017 or 2018 and compile times were barely noticable.