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Script Compilation: Assembly Definition files

Discussion in '2017.2 Beta' started by bdovaz, Jul 6, 2017.

  1. bdovaz

    bdovaz

    Joined:
    Dec 10, 2011
    Posts:
    1,019
    I see that:

    By splitting your project's scripts into multiple assemblies, script compilation times in the editor can be greatly reduced.

    Can this improve building times too? Or only applies to editor?

    IL2CPP it's really times consuming...
     
  2. GabrieleUnity

    GabrieleUnity

    Unity Technologies

    Joined:
    Sep 4, 2012
    Posts:
    116
    Hello,

    assembly definition files are an integral part of our compilation pipeline, so they are used everywhere, both when iterating in the Editor and when building. That said, IL2CPP built time won't be impacted in any significant way by this changes yet.

    We are working on improvements related to IL2CPP iteration times, that will be released over time in the following months, and should make everything much more efficient.

    Thanks,
    Gab
     
  3. DGordon

    DGordon

    Joined:
    Dec 8, 2013
    Posts:
    645
    How do we use this? Is there documentation somewhere? We have our game split into 3 different chunks ... the engine, the editor, and the game-specific files referencing things in the engine.

    Does this mean we could split this up into the engine/editor assembly, and the game-specific assembly, so changing/creating a new game file will only recompile the data assembly and leave the core engine alone? If so, this would be tremendous for us! :)
     
  4. Peter77

    Peter77

    QA Jesus

    Joined:
    Jun 12, 2013
    Posts:
    6,468
    DGordon likes this.