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Question How do I know if accelerator is working?

Discussion in 'Unity Accelerator' started by YuriyPopov, Jun 8, 2022.

  1. YuriyPopov

    YuriyPopov

    Joined:
    Sep 5, 2017
    Posts:
    237
    So I installed it on our local linux server. Right now we are testing with two editors. Both are connected and showing OK checkmarks for the cache server. What we are testing is puting a large fbx file on one machine, commiting it in git, pulling it on the other machine. What I expected was to have a shorter import time but I'm not seeing it. What I'm seeing in the metrics dashboard is data served from cache 1.3 mb and that is way less than the fbx file. Time saved by accelerator is at 0 seconds. What am I missing here ?
     
  2. henriksc

    henriksc

    Unity Technologies

    Joined:
    Aug 27, 2020
    Posts:
    30
    The simplest way of checking that you are actually utilising the Accelerator would be to check the `editor.log` for entries like this

    Artifact(artifact id=8fb440a43be5a63a18d2aa2af7fb77b5, static dependencies=3e9e8c5e8f5c98163369675ffc57edc7, content hash=c4395e7753908b1cb99e7742ad0fd84f) uploaded to cacheserver​

    The artifact id will match an entry like this

    Start importing Packages/com.unity.test-framework/UnityEngine.TestRunner/NUnitExtensions/Filters/FullNameFilter.cs using Guid(f07fb40f4e944ebeb84eb8f8a6bb5b13) Importer(-1,00000000000000000000000000000000) -> (artifact id: '8fb440a43be5a63a18d2aa2af7fb77b5') in 0.001572 seconds ​

    That way you can see what import is actually getting uploaded.

    Second thing. You can check on both machines that the static dependencies hash and the content hash are the same. If they differ, then something in the dependencies or import result have changed. This can get a little difficult to debug. But you can use the `Import Activity` window(located under Window->Analysis->Import Activity) to look into why.
     
  3. SampsaPlaysome

    SampsaPlaysome

    Joined:
    Oct 20, 2019
    Posts:
    34
    Is it so that the artifacts are downloaded as whole before running actual importing, and uploaded as whole after the importing is done. So if you have two machines doing heavy importing, they don't actually help each other unless other one has already finished the importing and uploading before the second one starts. At least this seems to be my feeling about it.

    Import activity is great tool, but it would be handy to see if the asset was downloaded instead of actually imported. For example most of my shader graph take somewhere 100 to 300 ms to import, and I don't know if they're being compiled, or just processed after downloading. No way to verify this. I really should not be looking into editor log for this info.

    If you look at the graph in Accelerator, the results are usually pretty depressing. I still need to run it a bit more, but this is how it looked for me while switching throught platforms on two machines doing importing and downloading/uploading. upload_2023-5-5_19-29-32.png
     
  4. cdr9042

    cdr9042

    Joined:
    Apr 22, 2018
    Posts:
    173
    My metric is similar too, Time saved by accelerator 0 seconds. But in reality I tested "Reimport All" for a project with and without Accelerator enabled. When Accelerator is enabled, the Reimport finish faster by 2 minutes (4 minutes vs 6 minutes). I wonder why.