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Switching Platforms

Discussion in 'Editor & General Support' started by JRavey, Apr 9, 2012.

  1. JRavey

    JRavey

    Joined:
    May 12, 2009
    Posts:
    2,377
    Can we please have it not reimport assets when switching platforms? Why not keep cached versions for every platform or have that option and only update assets which have been modified?
     
  2. Claytonious

    Claytonious

    Joined:
    Feb 16, 2009
    Posts:
    881
    This is definitely a killer. It is taking 45 minutes to switch for us right now. Is the extra Unity Cache Server required for this functionality?
     
  3. Claytonious

    Claytonious

    Joined:
    Feb 16, 2009
    Posts:
    881
    Plus the fact that there is no cancel button exacerbates this greatly. "Oh, no! I remembered something I wanted to change but it's already switching platforms! Guess I will go get lunch instead of continuing to work right now."

    Disk space is cheap. I would much rather just keep all platforms' imported assets at all times (or let me tick a checkbox for those I want to keep up to date as I work).
     
  4. Dreamora

    Dreamora

    Joined:
    Apr 5, 2008
    Posts:
    26,601
    Yes the Team License is required to use the Cache Server which will reduce the switch time to < 1% of the regular time.

    Another thing that helps is to go into the settings and disable 'compress on import' but the trade is that builds will take eternally
     
  5. Sinmantky

    Sinmantky

    Joined:
    Aug 3, 2011
    Posts:
    9
    I use the Unity Cache Server, and if you have a huge data and switch to a platform that you have not used, the import process takes a long time. I currently have been waiting for 3 hours from a web player to iOS transfer, doing nothing in the meantime...

    I strongly support a "cancel/abort" button/
     
  6. Arowx

    Arowx

    Joined:
    Nov 12, 2009
    Posts:
    8,194
  7. Graham-Dunnett

    Graham-Dunnett

    Unity Technologies

    Joined:
    Jun 2, 2009
    Posts:
    4,287
    Oh. I thought asset importing happened on multiple threads. Each texture import *might* be single threaded, but multiple textures get processed in parallel.
     
  8. renman3000

    renman3000

    Joined:
    Nov 7, 2011
    Posts:
    6,683
    Is there a way to cancel this process. I initiated on Friday (today is Monday). I have Force Quit Unity and restarted my computer since. But on log in today, it went straight to where it left off.
     
  9. Harinezumi

    Harinezumi

    Joined:
    Jan 7, 2013
    Posts:
    54
    End of 2018, and this is still a problem (using Unity 2018.2). Worst is when switching to Linux, and it automatically switches the architecture to 32-bit, and switching to 64-bit causes another recompilation (which can't be cancelled).
     
  10. fau7

    fau7

    Joined:
    Jan 24, 2018
    Posts:
    48
    Scheiße :)
     
  11. PrivateMe

    PrivateMe

    Joined:
    Aug 22, 2020
    Posts:
    8
    strong supporter of adding a cancel button