this post was submitted on 21 May 2026
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I'm guessing it's due to Unity firing up a full modern toolchain during compilation versus GDScript's simpler bespoke compiler.
It would have been a better comparison if he'd used C# for both games, given Godot supports it as an alternate to GDScript.
It's funny you say that because Unity's C# tooling is soooo many years behind. They're still using Mono. (Godot also used it in the past.) And apparently only some time this year (end of 2026?) will they have proper modern C# with all its performance benefits.
edit: Actually I just found this in a related article (unsure about whether it's slop or not, so not gonna link it) but apparently the horrible compile times is from something called "Domain Reload" and is caused exactly by that ancient tooling being used.
I mean you can go both ways. If godot fell behind then it would be argued that it's not it's primary language. IE I'm not a huge expert on how the languages work. but I'd imagine godot would be less efficiant when using the languages that it supports, but wasn't built for.
That's like competing in a reading contest with your second language, versus an opponent who only speaks the language.
C# has faster execution speed compared to GDScript, but Godot needs to marshal data when communicating between the core engine and the C# runtime, which can negatively affect performance if you don't keep it in mind when writing your code.
But ultimately I'd argue compilation speed is waaay more important than execution speed when it comes to creating games (which require rapid iteration and testing). There's only a small amount of code in a codebase where squeezing out the maximum performance is required, and those important bottlenecks can be refactored or rewritten in a more performant language if needed.