And so could missing/outdated/buggy drivers/firmware or conservative BIOS settings or software-encrypted/-compressed drives/folders or cheap motherboard limiting memory/disk throughput and so on. For example, some virus scanners can be (configured to be) rather aggressive, causing a tremendous slowdown on any disk access of any file type. Keep in mind that more often than not, performance issues like these aren't necessarily Unity's fault. What Unity version? Did you try different versions on the same project? Unity did improve asset import and other performance metrics of the editor over the past couple years. Unity Editor it-self very limited on its speed and if you will open inspector with some component with custom drawers - it will fall your FPS in editor to like 5-10 with game view. Opening of the same project on my configuration can take like two minutes, but on low-end pc it takes 5-10 minutes. For a hypercasual or simple casual mobile game. To recompile just my game code(Im actively using asmdef files to speedup this process) it can takes like 10 or more seconds. Why shaders should be recompiled and assets re-packed when it does not changes at all? Its feels too much for such simple actions. Build of 100mb in size android game takes 5-10 minutes in additive build mode, when you changing just one field in prefab or scriptable object(mostly while testing vibration or when you iterate with optimization or with simple bug fix). But with several gigabytes of assets it can take hours to just import project on low-end PC or hour-two on my configuration. Exact time is dependce on project size and PC configuration.
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