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"compiling shader variants" for MORE THAN AN HOUR on a tiny and simple scene AGAIN!!! WHY?!!!

Discussion in 'AR/VR (XR) Discussion' started by DHARMAKAYA, Jun 28, 2019.

  1. DHARMAKAYA

    DHARMAKAYA

    Joined:
    Dec 1, 2014
    Posts:
    59
    Have been using Unity for more than 5 years...well, not counting the past year so much because Unity 2018 was too much of an effing mess. Sadly it seems Unity 2019 is continuing the crapification of the platform trend because these effing "shader variant" compiles are EFFING RIDICULOUS!!! WHAT IS THAT CRAP?!!!

    Already did a full compile once for a simple TINY app using LWRP on Unity 2019.1 on OS X and that was maybe 2 HOURS TO COMPLETE!!! WHY IS IT EFFING COMPILING ALL OF THOSE AGAIN?!!! SOOOOOOOO RIDICULOUS!!! Sigh...has Unity been outsourcing too much or something recently???

    Yesterday I was actually considering trying Unreal...maybe the first time it seemed generally NECESSARY to consider doing so.

    How to EASILY skip all the unnecessary shader variant compiles???

    Thanks in advance for A CLEAR STEP-BY-STEP of EXACTLY how to make a LWRP XR app that compiles FAST!!!

    PS: Have searched and switching pragma to define on the preprocessor directives on the uber shaders in post processing was maybe the ONLY answer that seemed relatively useful so far. The rest looks as though Unity doesn't know WTF is going on and it is a HUGE PROBLEM!!!

    Unity 2017 kicked Unity 2018 and 2019.1's asses in cohesiveness and usability and productivity.