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Minimizing build times for enormous projects

Discussion in 'Addressables' started by senfield, Feb 10, 2020.

  1. senfield

    senfield

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    For a game that will get absolutely enormous, is there a way to just build a part of the catalog instead of the whole thing (and still have the catalog.json be correct for the whole)?
    Maybe it actually already does this (e.g. does not rebuild asset bundles that don't need it)? If so how does that work and how can we best setup our addressables to minimize our build times?

    Clarification edit -- We don't intend to do content updates. We would always be deploying the game as the whole game build. We just want making a game build to be fast or potentially able to be broken up into chunks depending on what changed.

    Thanks
     
    Last edited: Feb 10, 2020
    RobbyZ likes this.
  2. RobbyZ

    RobbyZ

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    Also interested in this; our 5GB builds (hardly enormous, imo) take around ~2hrs (with caches).
     
  3. senfield

    senfield

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    Have you turned off Optimize Mesh Data in Project Settings?
    If you haven't done it already, it can speed up builds quite a bit assuming such optimizations are not crucial to you. And I am not convinced it does anything when run as part of the addressables build. The resulting bundles were the same size for our project.
     
  4. Kamyker

    Kamyker

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  5. RobbyZ

    RobbyZ

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    Thank you for the tip, but looks like it is already disabled on our project.
     
    senfield likes this.