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Cache Server Change Log

Discussion in 'Editor & General Support' started by imtrobin, May 17, 2015.

  1. imtrobin

    imtrobin

    Joined:
    Nov 30, 2009
    Posts:
    1,548
    Is there a change log for cache server? I see it keeps getting bumped with every unity release
     
  2. ekleban

    ekleban

    Joined:
    Jan 15, 2015
    Posts:
    2
    It would be great to have a change log.
     
  3. kierand

    kierand

    Joined:
    Sep 22, 2014
    Posts:
    32
    I also would like to have a change log. We generally try and keep the cache server in-line with the editor version we are running, but it has never shown to be a problem when we have not done this. For peace of mind it would be good to know whether it is required that they are in step or not. Regardless, it would be good to know what has changed in each version.
     
  4. radimoto

    radimoto

    Joined:
    Aug 23, 2012
    Posts:
    257
    I've directly asked Unity many times about whether the Cache version is an issue, especially as I was running multiple different versions of Unity at the same time (e.g. specific build version, latest version of Unity and beta version for testing) I have received the following responses which may be of use for this thread...

    Response 1 (I asked whether importing a project from a higher version of Unity into the cache server could mess up a project running on a lower version of Unity)

    We tend to ask users to use one version of Unity for their project. If you have multiple developers accessing a project that uses Unity then all developers should be using the same version. If you need to test the project out in the beta version then we ask that you make a separate build and test it separately.


    Response 2 (asking if I should use the same version of Cache server across multiple Unity versions / projects, or use multiple Cache servers on different TCP ports..)

    The cache server simply stores the projects assets. If you have two separate versions of the editor with two separate projects, then the cache server will store the assets for both projects. The only problem that may occur is reaching the maximum capacity of the cache server.


    Response 3 (I was asking why I was seeing the same file being PUT into the cache which switching platforms, when i definitely hadn't modified that file)

    When an asset is imported, created or modified in the Editor a hash of the file and the import settings is calculated and used to uniquely identify the asset in the cache server.

    The cache server uses a hash of all the inputs : asset file binary data, .meta file text (import settings), importer version (c++, internal to Unity), asset post processor version (c#), the target platform and the path to the asset. This hash is generated by Unity before it starts importing.

    If none of those conditions change then the asset will generate the same hash id. if the asset exists in the cache server it is not sent to the cache server but instead the imported version is retrieved from it. Otherwise the asset is imported and put in the server.

    Try looking at the Log in the cache server when the files are being put. The hash should be different if the file is being stored.

    Also make sure you update to the latest version of the Asset Cache Server.
     
  5. kierand

    kierand

    Joined:
    Sep 22, 2014
    Posts:
    32
    Thanks for sharing!