Unity is so painful to use, its so slow.

It may be just me but these days Unity is so horrible to use, for example to create a new script you are forced to wait 10 seconds while Unity reloads, compiles, reimports assets, repaints then you can use Unity again, it never used to be like this, create a script rename it, instant ready to go. After that it gets worse, switch to Visual Studio another 10+ seconds while that sorts itself out, change one line, switch back to Unity, and another 15 seconds plus goes by while it reloads, recompiles, repaints, reimports assets then you can see the change you made, it never used to be like this, you could make a change in VS and by the time you tabbed back to Unity everything was done, less than a second, and this is with a small project, it really feels horrible to use Unity these days, the editor and delays just get in the way so badly of the creative process.
Please say something is going to be done about this, and dont say get Fast Reload or Hot Reload as they just don’t work reliably in a big project and add more issues than they solve.

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Are you using a PC? I have seen numerous loading issues with PC. macOS is much better. Only option you have is to report the issue.

Please go to Unity QA: Building quality with passion.

@SpookyCat are there particular slowdowns introduced in the 2023.2 Alpha release channel? (In which case one would open a bug report and then post it here for discussion.)

Or if this is a more general discussion topic, there is already a thread over in Editor Workflows on the broader issue here: The unity is getting VERY, VERY slow.

Not just you. It’s been measured. 2017 is 2x faster than 2020 which is 1.2x faster than 2023 in domain reload + compile time (at least it’s being curbed). Also the editor is increasingly sluggish and that has not being measured. Someone should measure that with video capture comparison. Not me, I’ve gotten a 3090 already :smile:.

  • Domain reload slowdowns: Addressed by @xoofx . Summary: A lot of the editor functionalities are moved from c++ to c# modules. So domain reload needs to also do them. Which is a lot. Lot of optimization has been done but is being undone by the rapid addition of new modules. They won’t spend resource fixing domain reload because the new Core C# thing has no reload so that problem will be gone. IMO it’s valid but ETA unknown.
  • Compile time: when the compiler hits Burst code, LLVM kicks in, muuuuuuch slower than pure dotnet. If you use ECS, it’s even slower due to all the scaffolding. And if you use ECS lambdas then you’re giving the compiler a lot more work to unravel. You’ve hit mount Everest of slow compile. IMO, nothing can be done that is not being done.
  • Finally, the editor being sluggish is a problem that IMO has no valid reason. Example: the search window is now laggy when it used to be instant. Why? Anyway some are logged, log the rest. I personally don’t think it’ll ever get fixed because people get used to bad.

On the bright side, after a week in 2023, I started working in Unreal 5.3 and boy does it feel nimble!

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Shouldn’t assembly definitions almost remove the C# modules’ domain reload times?
Or am I misinterpreting what they do exactly?

Mac crashes every 5 minutes if you have editor multithreaded rendering enabled.

People have been complaining about the editor getting slower year over year, Unity keeps posting blog posts in the last 5 years that promise improvements and course correction, then the people supposed to work on improving the editor experience get fired / leave the company.

It’s just gonna get worse. They have a ton of momentum in things getting worse, and even efforts to improve things instead just slow down the worsening a bit. I feel like they’ve been banking on DOTS / ECS, and in the meantime have left everything else to decay and rot, and even if we consider ECS to be amazing, IMO it really doesn’t make up for the state of the rest of their feature set and user experience.

Start making back up plans people, and I’m saying that to myself as well.

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No, it should speed up compiling, domain reload stays the same

Burst does not compile during C# compilation, and should not affect C# compilation time. (At least that’s how I understand it. )

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As someone who has been using Unity since 2015, I definitely feel you. Unity is getting more and more unnecessarily cumbersome to use.

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Please, fix slowdowns in 2023.2 beta and restore fast script compilation and editor responsiveness back to 2017 speeds or even faster.

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It’s less DOTS that they’re banking on and more the scripting overhaul, and until that’s complete I wouldn’t expect to see any improvements beyond low hanging fruit like the fix when working with many (ie hundreds to thousands) of asmdefs.

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Its not just the 2023 versions, I am getting this bad in the 2022 LTS versions!

Unity you need to get this fixed, its ridiculous how slow things are with domain reloads all the damn time.

2022.3.5f1 - Windows 10.

Domain reloads, Rpaints that take forever, random reimporting of files, it is utterly awful to use at the moment, dev times have gone through the roof from the couple of seconds between a line change in a script file to 30s+ how can it be that bad.

It would be nice for someone rfom Unity to perhaps post and hoepfully say that is something they are looking at or fixing. Or at least an explanation as to why we have to wait like this when we never had to before, what did they add that justifies such long itertation times, or is there anything we can do to reduce it.

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I like the 1min long wait I had just to open the package manager… caching ever heard of it Unity? do I really need to have the package list downloaded in bits everytime I go to use it… same with images for packages… it’s all just a bit lame what is going on with so many areas of Unity development really… oversights, after thoughts… think there is just too many things going wrong

There is a very long thread here that covers the issues with Domain Reloading and increased time that it takes to do anything in Unity - https://discussions.unity.com/t/859030 page-13#post-9185264

TL : DR there’s a lot of issues and the .NET Update is one of the primary factors in improving this.

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In terms of the 2023.2 Alpha and Betas they suffer badly with editor performance. It’s very noticeable for example when an object has large amount of items to scroll like Blendshapes. Trying to scroll down the list is so slow, I can hear my CPU fans increase, but it’s almost unusable to select items and scroll. It’s so much worse than previous versions I don’t know what they’ve changed, but it hasn’t improved much over the Alpha/Beta cycle.

A lot of UI that used to render native on the OS is now unity internal, and for some reason thats not making it faster.

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Thanks.

Yeah, I could tell they’ve been making some changes under the hood with 2023.2, but it makes me nervous when we are this far along in a beta series, and I’m not seeing the performance improve along the way. If an object has a lot of materials for example, just trying to select them becomes a huge problems. Blendshapes, Materials and Playing Animations in the preview window is painful compared to previous versions.

You just never know if Unity devs are aware of these things, we have threads like these where by people take the time to give feedback, and usually go ignored and a bunch of Beta versions where by I haven’t noticed any real improvement from early Alphas.

I just hope we see some improvements by the end of the cycle.

Cheers.

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Unity puts stuff in takes it out puts it back in how can a person make a game run when assets seem to break projects, dragging in a scene to another scene, copying and pasting, downloading assets crash the computer, this might detour a lot of people away but might be better for the ones who are willing to fight with the unity engine yes I think it’s getting way harder to even get something going

Is there any significant improvement in 2023.3 Alpha ?

True.Unity sucks more over time and its a shame. Instead of getting better , it gets worse.