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(Case 1168006) Mesh Data Optimization - Resolving used channels

Discussion in '2019.2 Beta' started by Peter77, Jul 3, 2019.

  1. Peter77

    Peter77

    QA Jesus

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    I successfully opened and built the project attached to Case 1108597 in Unity 2019.2.0b1 a few weeks ago.

    Today I re-opened this project in 2019.2.0b7 and triggered a build. Unity now displays the following progress-bar and the build seems to take forever, which I believe wasn't the case in 2019.2.0b1 for example.

    upload_2019-7-3_17-40-10.png

    Unity seems to check every single prefab, for every shader, for every variation, for every rendering type. This seems to take a long time, is this the expected behavior?
     
    dnnkeeper likes this.
  2. LeonhardP

    LeonhardP

    Unity Technologies

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    That doesn't sound right. Could you please open a new report for this and reference the case with the reproduction project in it?
     
  3. Peter77

    Peter77

    QA Jesus

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    Here it is:
    (Case 1168006) 2019.2: Mesh Data Optimization - Resolving used channels
     
  4. LeonhardP

    LeonhardP

    Unity Technologies

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    Thanks Peter, much appreciated!
     
    Peter77 likes this.
  5. Peter77

    Peter77

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    QA replied with:
    Thanks for testing it out!
     
  6. Kichang-Kim

    Kichang-Kim

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    Hi. I have a similar issue with Unity 2019.1.10f1. After updating to 2019.1.10f1, my project's assetbundle build time is changed to x10, and always "Mesh Data Optimization - Resolving used channels" is shown even useCache=True and the project files is not changed.

    I used ScriptableBuildPipeline 1.5.1 for building asset bundles.

    Edit : Oh, please ignore this comment. It seems that there are some files which is not commited to my repository. After commiting all, building with same resources is completed in few minutes.
     
    Last edited: Jul 23, 2019
  7. Peter77

    Peter77

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    I re-tested it with Unity 2019.2.0f1, but the issue persists. I had to abort the build-process after waiting a few hours for "Mesh Data Optimization - Resolving used channels" completion which then leads to a crash.
     
  8. eco_bach

    eco_bach

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    Jul 8, 2013
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    1,601
    Same issue
    Happens only on build with a project created in 2018.3 and updated to Unity 2019.1.14f1
    I see reference to Legacy Shaders/Diffuse - ShadowCaster
     
  9. Peter77

    Peter77

    QA Jesus

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