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Ability to exclude cached groups

Discussion in 'Unity Accelerator' started by Kamand0l, Feb 16, 2021.

  1. Kamand0l

    Kamand0l

    Joined:
    May 19, 2014
    Posts:
    24
    Hi

    Is there a way to configure accelerator in order to ignore requests for selected namespaces ?

    We think we may be affected somehow by this bug:
    https://forum.unity.com/threads/acc...ching-back-and-forth-between-pipeline.974448/
    And de UUIDs for the shader objects are changing from build to build(in our CI system), so when using Accelerator it takes an insane amount of time(+2h 30m vs >10min if cached) between locally compiling the shaders and requesting/uploading them every single time.

    It would be nice, as a workaround, to be able to exclude the shadercache namespace which we pinned down is where these assets get stored. There won't be caching, but we hope at least we can save part of the connection overhead.
     
  2. hiepu3d

    hiepu3d

    Unity Technologies

    Joined:
    Jul 1, 2017
    Posts:
    60
    Hello,

    We currently have no way to ignore selected namespaces. We will consider this feature for our future releases.
     
    Kamand0l likes this.