// the take
A third-party incremental C# compiler for Unity that swaps in Roslyn to get faster recompiles and C# 5/6 language features on Unity versions that didn't support either natively. Aimed at Unity 4.x/5.x developers stuck on Unity's old mono-based compiler.
Runs as a persistent compiler daemon (CompilerServiceServer/Client) so Roslyn stays warm between compiles instead of paying process startup cost every time. Includes a custom Mono MDB writer that translates Roslyn's PDB debug output into Mono's symbol format, which is the kind of toolchain-bridging work most people wouldn't want to do themselves. Ships a settings window and log files inside the Unity Editor so you can actually see what the incremental compiler is doing.
Last commit is from April 2019 and the README says it's still at an early development stage targeting Unity 4.x/5.x — Unity has since shipped Roslyn and its own incremental compilation natively, so this plugs a gap that no longer exists in any current Unity version. Windows-only, so it's a non-starter for Mac/Linux dev machines. Installation is a manual unzip of a binary release into your project with a documented TypeLoadException caused by Windows file-blocking that you have to work around yourself. It bundles precompiled UnityEditor.dll/UnityEngine.dll binaries in the repo rather than resolving them from an installed Unity version, which is a brittle way to inject a compiler into your build pipeline.
We read the README, the directory tree and a key source file in October 2026. Nobody pays to be listed. How we judge →