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is the WebGL build process caching IL2CPP work?

Discussion in 'Unity 5 Pre-order Beta' started by made-on-jupiter, Mar 3, 2015.

  1. made-on-jupiter

    made-on-jupiter

    Joined:
    May 19, 2013
    Posts:
    25
    In an effort to reduce long WebGL build times, is it possible to cache and reuse some of the IL2CPP intermediate files from previous builds?
     
  2. jonas-echterhoff

    jonas-echterhoff

    Unity Technologies

    Joined:
    Aug 18, 2005
    Posts:
    1,664
    Currently, no. It is not a trivial problem to solve, as there is not a trivial mapping from .cs/.js source files to il2cpp generated source.

    However, we are aware that build times are a (the?) major pain point in webgl and il2cpp right now, and both the il2cpp team at unity and the emscripten team at mozilla are doing work on improving build times. For example, 5.1 will (most likely) ship with a new emscripten JS optimizer for instance, which moved all the JS optimizations from python to a native executable.
     
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