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Question WebGL build "linking build.js (wasm)" takes forever

Discussion in 'Editor & General Support' started by doodler345, Jul 28, 2022.

  1. arjuniscool0204

    arjuniscool0204

    Joined:
    May 16, 2017
    Posts:
    14
    I don't understand, is the "Linking build.js (wasm)" a single core process? This is what I saw in task manager, clocking around 40 min and still stuck..
    Capture.PNG


    Edit: Build finished at 1:37:38
     
    Last edited: May 15, 2023
  2. arjuniscool0204

    arjuniscool0204

    Joined:
    May 16, 2017
    Posts:
    14
    I ran another build but changed the Code Optimization from "Runtime Speed" to "Shorter Build Time" . Build completed in 21:15 (LITERALLY 5 TIMES FASTER) and very interesting that in task manager the wasm process seems to be using the CPU properly...Ram usage is actually also kinda reduced??
    InkedCapture2.jpg


    My theory is that using "Runtime Speed" for some reason does not run the build process in multi threaded CPU mode. Whether it is a bug or by design I do not know.

    Could anyone clarify on this behavior?
     
    bigbrainz likes this.
  3. bfox

    bfox

    Joined:
    Jun 30, 2014
    Posts:
    21
    same problem on empty project.... any news how fix builds?
     
    euden_one likes this.
  4. AndreaGalet

    AndreaGalet

    Joined:
    May 21, 2020
    Posts:
    90
    I have the same problem and as i can see it is not fixed, nice
     
  5. AndreaGalet

    AndreaGalet

    Joined:
    May 21, 2020
    Posts:
    90
    Code Optimization setting: Runtime Speed
    Unity 2021: 5 minutes build, unity 2022: i don't know if it will finish
    upload_2023-5-26_17-10-11.png
     
    Last edited: May 26, 2023
    ctxmaps and euden_one like this.
  6. AndreaGalet

    AndreaGalet

    Joined:
    May 21, 2020
    Posts:
    90
    And it's using every MB of my pc's RAM upload_2023-5-26_17-22-53.png upload_2023-5-26_17-23-9.png
     
  7. AndreaGalet

    AndreaGalet

    Joined:
    May 21, 2020
    Posts:
    90
    Quick update, after 1 hour and 15 minutes, it finished
     
  8. AndreaGalet

    AndreaGalet

    Joined:
    May 21, 2020
    Posts:
    90
    And as arjuniscool0204 said, seems like setting Code Optimization to Shorter Build Time reduce the time, but wait; This is INCREDIBLE, using this settings drop the time to 8 minutes instead of 1 hour and 15 minutes. I was on a blank new folder so i was not overwriting the build
    upload_2023-5-26_18-24-10.png
     
    Last edited: May 26, 2023
  9. AndreaGalet

    AndreaGalet

    Joined:
    May 21, 2020
    Posts:
    90
    With Code Optimization set to Disk size the issue still persist:
    upload_2023-5-26_18-22-44.png
     
  10. AndreaGalet

    AndreaGalet

    Joined:
    May 21, 2020
    Posts:
    90
    Seems like multithreading is not used on Runtime Speed and Disk Size
     
  11. Zarod

    Zarod

    Joined:
    Jan 20, 2016
    Posts:
    58
    Bug still not fixed in Unity 2022.3 LTS

    guess I'll stay on 2021 ... such a shame
     
    euden_one likes this.
  12. Zarod

    Zarod

    Joined:
    Jan 20, 2016
    Posts:
    58
    yeah ... no wonder the lady from the 2022 release video was almost crying while talking about XR xD
     
  13. dinkelstefan

    dinkelstefan

    Joined:
    Mar 13, 2019
    Posts:
    30
    Cold builds in 2022.3 have been unacceptable for our project too.
    We are building with "optimize for runtime performance".

    Cold builds used to be anywhere between 10 and 30 minutes in 2022.1 versions and are now over 1.5 hours in 2022.3.0f1.

    It spends 99% of the build time on "Linking build.js" on a single CPU thread.
     
    Skyblade and unity750 like this.
  14. Avedik

    Avedik

    Joined:
    Jun 26, 2017
    Posts:
    1
    Hey guys, did anyone tried to replace Emscripten folder from any 2021 version to 2022.3.0 LTS ? Does it works? I can't understand why unity developers can't fix this issue
     
  15. BlackSpider

    BlackSpider

    Joined:
    Oct 8, 2011
    Posts:
    43
    It didn't work for 2022.2 some features broke after you replaced the emscripten. For example UI input didn't work anymore.

    I didn't try it for 2022.3 yet.
     
  16. BeorGames

    BeorGames

    Joined:
    Jul 28, 2018
    Posts:
    65
    Hey, I tried this but it didn't work :(

    This is what I've done: I've upgraded my game from 2020.3.38f1 LTS version to 2022.1.16f1 and everything worked fine, I've built the game a few times. Then when the 2022.3.1f1 LTS came out I've upgraded to this version, and now the build is frozen there. I left more than 2 hours building and had to cancel because I ran out of time.

    I've tried the solution above to change the Emscripten folder from the 2022.3 with the 2022.1 versions and it didn't work, I also tried using the same folder from the 2020.3 and it still throws errors at the end of the build.

    I've also tried uninstalling the 2022.3 and reinstalling it, but the build still stops at the same part.

    I'm looking for any help :D
     
    Last edited: Jun 8, 2023
  17. BeorGames

    BeorGames

    Joined:
    Jul 28, 2018
    Posts:
    65
    Hi there,

    Yesterday I left it building and at the end it failed... the editor log shows this:

    Code (CSharp):
    1.  
    2. [BUSY    1304s] Link_WebGL_wasm Library/Bee/artifacts/WebGL/build/debug_WebGL_wasm/build.js (+wasm)
    3. [BUSY    1314s] Link_WebGL_wasm Library/Bee/artifacts/WebGL/build/debug_WebGL_wasm/build.js (+wasm)
    4. [BUSY    1324s] Link_WebGL_wasm Library/Bee/artifacts/WebGL/build/debug_WebGL_wasm/build.js (+wasm)
    5. [BUSY    1334s] Link_WebGL_wasm Library/Bee/artifacts/WebGL/build/debug_WebGL_wasm/build.js (+wasm)
    6. [720/724   1342s] Link_WebGL_wasm Library/Bee/artifacts/WebGL/build/debug_WebGL_wasm/build.js (+wasm)
    7. *** Tundra requires additional run (1342.61 seconds - 0:22:22), 2 items updated, 724 evaluated
    8. *** Additional run caused by: timestamp change of Library/Bee/artifacts/WebGL/build/debug_WebGL_wasm/build.wasm
    9. ExitCode: 4 Duration: 22m:22s
    10. Starting: C:\Program Files\Unity\Hub\Editor\2022.3.1f1\Editor\Data\Tools\netcorerun\netcorerun.exe "C:\Program Files\Unity\Hub\Editor\2022.3.1f1\Editor\Data\PlaybackEngines\WebGLSupport\WebGLPlayerBuildProgram.exe" "C:/Program Files/Unity/Hub/Editor/2022.3.1f1/Editor/Data/PlaybackEngines/WebGLSupport/Bee;C:/Program Files/Unity/Hub/Editor/2022.3.1f1/Editor/Data/Tools/BuildPipeline" "Library/Bee/Player982a52c0.dag.json" "Library/Bee/Player982a52c0-inputdata.json" "Library\Bee\buildprogram5.traceevents"
    11. WorkingDir: C:/Users/evert/OneDrive/Documentos/Hero Battle Fantasy Arena
    12. ExitCode: 0 Duration: 0s790ms
    13. Starting: C:\Program Files\Unity\Hub\Editor\2022.3.1f1\Editor\Data\bee_backend.exe --dont-print-to-structured-log --ipc --dagfile="Library/Bee/Player982a52c0.dag" --dagfilejson="Library\Bee\Player982a52c0.dag.json" --profile="Library/Bee/backend7.traceevents"'Temp/__Backupscenes/0.backup'
    14.     Deserialize:            171.774 ms
    15.     Integration:            838.053 ms
    16.     Integration of assets:  0.019 ms
    17.     Thread Wait Time:       -0.002 ms
    18.     Total Operation Time:   1009.844 ms
    19. Unloading 0 unused Assets / (43.1 KB). Loaded Objects now: 60820.
    20. Memory consumption went from 0.66 GB to 0.66 GB.
    21. Total: 94.847800 ms (FindLiveObjects: 3.526400 ms CreateObjectMapping: 3.681600 ms MarkObjects: 87.543700 ms  DeleteObjects: 0.094900 ms)
    22.  
    23. Build completed with a result of 'Failed' in 10897 seconds (10896679 ms)
    24. Internal build system error. Backend has requested a buildprogram run 6 times.
    25. UnityEngine.StackTraceUtility:ExtractStackTrace ()
    26. UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
    27. UnityEngine.Logger:Log (UnityEngine.LogType,object)
    28. UnityEngine.Debug:LogError (object)
    29. UnityEditor.BuildPlayerWindow/DefaultBuildMethods:BuildPlayer (UnityEditor.BuildPlayerOptions)
    30. UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
    31. UnityEditor.BuildPlayerWindow:BuildPlayerAndRun (bool)
    32. UnityEditor.BuildPlayerWindow:BuildPlayerAndRun ()
    Just now I tried building with the code optimized for shorter build time and it also fails, but faster:
    Internal build system error. Backend has requested a buildprogram run 6 times.
    UnityEngine.GUIUtility:processEvent (int,intptr,bool&)

    Build completed with a result of 'Failed' in 902 seconds (901716 ms)
    Internal build system error. Backend has requested a buildprogram run 6 times.
    UnityEngine.GUIUtility:processEvent (int,intptr,bool&)

    I've tried only replacing the llvm folder inside the Emscripten folder using the 2022.3.1f1 version and I get the following build errors:
    Building Library\Bee\artifacts\WebGL\build\debug_WebGL_wasm\build.js failed with output:
    wasm-ld: error: unknown argument: --import-undefined
    emcc: error: '"C:/Program Files/Unity/Hub/Editor/2022.3.1f1/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/Emscripten/llvm\wasm-ld.exe" @C:\Users\evert\AppData\Local\Temp\emscripten_sh2vwpq5.rsp.utf-8' failed (returned 1)

    UnityEditor.BuildPlayerWindow:BuildPlayerAndRun ()


    Build completed with a result of 'Failed' in 19 seconds (18766 ms)
    Building Library\Bee\artifacts\WebGL\build\debug_WebGL_wasm\build.js failed with output:
    wasm-ld: error: unknown argument: --import-undefined
    emcc: error: '"C:/Program Files/Unity/Hub/Editor/2022.3.1f1/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/Emscripten/llvm\wasm-ld.exe" @C:\Users\evert\AppData\Local\Temp\emscripten_sh2vwpq5.rsp.utf-8' failed (returned 1)

    UnityEditor.BuildPlayerWindow:BuildPlayerAndRun ()

    Trying to replace the whole Emscripten folder gives these errors:
    Library\Bee\artifacts\WebGL\build\debug_WebGL_wasm\build.js: undefined symbol: _ZNSt3__212basic_stringIcNS_11char_traitsIcEENS_9allocatorIcEEE25__init_copy_ctor_externalEPKcm (referenced by top-level compiled C/C++ code)
    UnityEditor.BuildPlayerWindow:BuildPlayerAndRun ()

    Library\Bee\artifacts\WebGL\build\debug_WebGL_wasm\build.js: Aborting compilation due to previous errors
    UnityEditor.BuildPlayerWindow:BuildPlayerAndRun ()

    Building Library\Bee\artifacts\WebGL\build\debug_WebGL_wasm\build.js failed with output:
    error: undefined symbol: _ZNSt3__212basic_stringIcNS_11char_traitsIcEENS_9allocatorIcEEE25__init_copy_ctor_externalEPKcm (referenced by top-level compiled C/C++ code)
    warning: Link with `-s LLD_REPORT_UNDEFINED` to get more information on undefined symbols
    warning: To disable errors for undefined symbols use `-s ERROR_ON_UNDEFINED_SYMBOLS=0`
    warning: __ZNSt3__212basic_stringIcNS_11char_traitsIcEENS_9allocatorIcEEE25__init_copy_ctor_externalEPKcm may need to be added to EXPORTED_FUNCTIONS if it arrives from a system library
    Error: Aborting compilation due to previous errors
    emcc2: error: '"C:/Program Files/Unity/Hub/Editor/2022.3.1f1/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/Emscripten/node/node.exe" "C:\Program Files\Unity\Hub\Editor\2022.3.1f1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\Emscripten\emscripten\src\compiler.js" C:\Users\evert\AppData\Local\Temp\tmp7gswofnk.txt' failed (1)

    UnityEditor.BuildPlayerWindow:BuildPlayerAndRun ()

    Build completed with a result of 'Failed' in 178 seconds (178415 ms)
    3 errors
    UnityEditor.BuildPlayerWindow:BuildPlayerAndRun ()

     
    Last edited: Jun 9, 2023
  18. akilaydin2

    akilaydin2

    Joined:
    Aug 10, 2020
    Posts:
    1
    Facing the same issue
     
  19. BeorGames

    BeorGames

    Joined:
    Jul 28, 2018
    Posts:
    65
    This is soooo frustrating...
    upload_2023-6-11_0-29-59.png

    I've even tried upgrading to 2023.1.0b and the problem persists.

    The game builds for Android without issues
     
    Skyblade and euden_one like this.
  20. dan_soqqle

    dan_soqqle

    Joined:
    Feb 2, 2022
    Posts:
    114
    Same here. This is crazy. And no response from Unity yet?
     
  21. MousePods

    MousePods

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    Jul 19, 2012
    Posts:
    808
  22. BeorGames

    BeorGames

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    Jul 28, 2018
    Posts:
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    Hey, have you ever figured out what was happening? I'm getting these errors too when I changed the Emscript folder
     
  23. dan_soqqle

    dan_soqqle

    Joined:
    Feb 2, 2022
    Posts:
    114
    Strange thing is when i tried a whole new project and built, it was slow (maybe 30 seconds) but still acceptable.
    However after adding some of my project files it went nuts. Didn't have time to incrementally test which package or parts are causing the issue.
     
  24. Spacelab_Games

    Spacelab_Games

    Joined:
    Jun 29, 2017
    Posts:
    81
    I'm guessing this was never fixed since I'm experiencing the same issue with version 2022.3.0f1

    Update: i tried replacing the Emscripten folder from an older version of Unity and i was able to build my project but for some reason I'm not able to interact with my game through the web browser...the game loads up but when i try clicking anywhere on the screen there is no interaction whatsoever.

    Man i cringe everytime i update Unity...i literally cross my fingers hoping everything works fine...which is never the case.
     
    Last edited: Jun 13, 2023
  25. BeorGames

    BeorGames

    Joined:
    Jul 28, 2018
    Posts:
    65
    Hey there!!!

    I managed to fix the build problem of my game!! After going nuts for almost a week I only had to uncheck the "Name Files as Hashes" checkbox and the build was complete in just 320 seconds!!!!

    upload_2023-6-13_19-10-54.png
     
    tantx likes this.
  26. AndreaGalet

    AndreaGalet

    Joined:
    May 21, 2020
    Posts:
    90
    @JustBeanUnity
     
  27. AndreaGalet

    AndreaGalet

    Joined:
    May 21, 2020
    Posts:
    90
  28. unity750

    unity750

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    Jul 20, 2022
    Posts:
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    Not fixed unfortunately. The release note is referring to a separate issue.

    Currently 15 minutes and counting into a webgl build in 2022.3.2f1 that took < 2 minutes in 2021 LTS
     
    justin_unity842 and euden_one like this.
  29. Laurencebush

    Laurencebush

    Joined:
    Aug 31, 2016
    Posts:
    7
    Same issue here, always takes 20 minutes or so unless only one or two things are different from the previous build then it is much faster.
     
    justin_unity842 and unity750 like this.
  30. euden_one

    euden_one

    Joined:
    Apr 4, 2022
    Posts:
    33
    Build used to take <5 min on 2021.3.9f1

    Now it takes over half an hour?!
    And the issue is now marked as WON'T FIX too?! https://issuetracker.unity3d.com/issues/build-times-are-very-long-when-building-for-webgl

    How can 2022.3 be called an LTS if is more broken than last year build? There also a problem when Rider is attached to Unity, I have to stop the debugger then reattach or else it takes 1 minute of loading? It used to be instantaneous. And mscorlib.dll is being deleted by ESET.

    Edit:
    Setting "Shorter Build Time" and Hashed name files brings the compilation time down to 136 seconds consistently. But this is not a configuration we can work it.

    Only setting Shorter Build Time compiles on 330 seconds.

    Edit2:
    Best i could find:
    https://github.com/emscripten-core/emscripten/issues/14200

    The new version passes "--allow-undefined" to wasm-ld.exe, i tried putting the 2021 wasm-ld in 2022, to see what's different.
    https://lld.llvm.org/WebAssembly.html#cmdoption-import-undefined

    it seems that flag is now enabled by default but might not be desirable for every case.

    Sorry for the rant, this bug comes from emscripten.
     
    Last edited: Jun 20, 2023
    justin_unity842 and unity750 like this.
  31. Spacelab_Games

    Spacelab_Games

    Joined:
    Jun 29, 2017
    Posts:
    81
    Unity is sucking more and more ass upon every upgrade. Its been 2 weeks now since i upgraded to 2022 and i just upgraded to 2022.3.2f1 and i cant build S*** with WebGL. How is it that it worked fine in Unity 2021 but in 2022 its seems completely broken...does Unity not test there own app? Fix the god dam WebGL builder!!
     
  32. Epiroc_RS

    Epiroc_RS

    Joined:
    Jan 10, 2022
    Posts:
    3
    Still present in 2022.3.2 LTS. Builds went to 21min from 4min.
     
  33. duartejuca

    duartejuca

    Joined:
    Aug 23, 2018
    Posts:
    13
    Hi guys my problem was solved deleting library folder, after reimporting assets I am using 2023.1.0.b15
     
  34. sandstedt

    sandstedt

    Joined:
    May 24, 2015
    Posts:
    67
    @anthony_b_ Are someone in your team currently looking into this thread? Thanks for an answer.

    Some interesting notes. On my computer it takes 35-40min to build our WebGL project using 2022.3.0 LTS. On my colleagues computer it takes 5min. Both similar specced gaming laptops. Mine has an AMD processor, not sure if that has something to do with it. On earlier versions it worked to close Unity, delete the Library/Bee folder, and open Unity again to reduce build times a bit. But with the new LTS version it doesn't work anymore.
     
  35. JustBeanUnity

    JustBeanUnity

    Unity Technologies

    Joined:
    May 28, 2020
    Posts:
    7
    Hey everyone, I understand the frustration when taking a new version and part of your workflow slows down on you.

    In a prior post I mentioned the following:
    Some of the slowness experienced is related to LLVM's LTO setting although it provides additional optimization it comes at a time cost. We are actively working through exposing LTO as a separate option so it will be up to you to decide if the additional optimization or reduced build time is preferred.

    I unfortunately do not have a timeframe for when those additional build settings will be exposed, but in the meantime if build time is more important than squeezing every possible optimization out of the project - using Shorter Build Time should work.

    • Can you provide which optimization settings you're building with?
    • Can other folks in this thread chime in regards to processor (and if you have access to multiple CPUs do you notice a difference in performance)?
    • From a usability stand point - how often are you typically making release builds? Daily? Weekly? Monthly?
     
  36. therobby3

    therobby3

    Joined:
    Jan 30, 2019
    Posts:
    131
    Still having this issue in 2022.3.3. =[

    -I have an Intel Core i7 7700 & 3.6ghz.
    -I typically publish updates once every week or two, so that is how often I compile to WebGL.

    I haven't tried switching to "Shorter Build Times", but I'd be willing. My main concern is, how much exactly do you sacrifice performance when switching to that setting? Is it a noticeable difference, or negligible?
     
  37. arjuniscool0204

    arjuniscool0204

    Joined:
    May 16, 2017
    Posts:
    14
    I've already mentioned it in a previous post, but it seems evident that setting Code Optimization to "Runtime Speed" causes the build process to NOT use multithreading, whereas the "Shorter Build Time" option uses multithreading. Could you clarify why this happens?
     
  38. KamilCSPS

    KamilCSPS

    Joined:
    May 21, 2020
    Posts:
    444
    I don't know if my comment was seen by @JustBeanUnity but that is indeed my experience too.

    Using R9 7950X - only setting that uses more than 1 core is "Shorter Build Time".
     
  39. sandstedt

    sandstedt

    Joined:
    May 24, 2015
    Posts:
    67
    Thanks for the answer!


    Build settings:
    upload_2023-6-26_13-23-43.png

    Other Settings:
    upload_2023-6-26_13-24-2.png

    Publishing settings:
    upload_2023-6-26_13-24-11.png


    On the computer that is slow (35min):
    Asus Rog G14 (gaming laptop):
    Processor AMD Ryzen 9 4900HS with Radeon Graphics 3.00 GHz
    Installed RAM 32.0 GB (31.4 GB usable)
    System type Windows 11 Pro, 64-bit operating system, x64-based processor
    Pen and touch Pen support
    Graphics card: NVIDIA RTX 2060 Max-Q

    On the computer that is fast (2min)
    Processor Intel(R) Core(TM) i7-10750H CPU @ 2.60GHz 2.59 GHz
    Installed RAM 16,0 GB (15,8 GB usable)
    System type 64-bit operating system, x64-based processor
    Pen and touch No pen or touch input is available for this display


    About every day so the rest of the team can test and see the progress. (but I guess a dev build could be fine too for those daily builds too)

    I also tried building with dev build on my slow AMD computer using Development Build in Build settings, and then it took 3min. So it's only the production releases on AMD (or this computer) that takes long time it seems. Have also tried deleting the Library folder or just the Bee folder without any success for prod builds.
     
  40. JustBeanUnity

    JustBeanUnity

    Unity Technologies

    Joined:
    May 28, 2020
    Posts:
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    Thanks for the info - I'm going to try to aggregate some of this info and share it internally.

    I appreciate the help trying to narrow this down.

    The key things to follow up on seem to be the following:
    • Only "Shorter Build Time" currently seems to use more than one core. Will see if I can get clarity around if this is expected behavior or not.
    • It is possible that AMD CPUs have significantly worse performance when producing release builds.
    • The emscripten issue linked above, basically asking "is it OK to just disable LTO when looking for a fast build" - which is a build setting we have in the works to allow folks to chose whether or not to include LTO.
     
  41. therobby3

    therobby3

    Joined:
    Jan 30, 2019
    Posts:
    131
    To refer to the AMD issue. I have an Intel i7 7700 and unfortunately have the long build times issue too. So perhaps not CPU brand related? Dunno, but figured I'd re-mention that.
     
  42. JustBeanUnity

    JustBeanUnity

    Unity Technologies

    Joined:
    May 28, 2020
    Posts:
    7
    Thank you for the note!

    I think the AMD performance is something potentially different but wanted to make sure we didn't ignore it. I have already been able to confirm locally that when building with runtime optimization CPU usage is pegged, where as shorter build time multiple cores / threads are in use. I am just going to try to get confirmation as whether or not this is expected behavior based upon how the optimizations on the emscripten side work.
     
  43. unity750

    unity750

    Joined:
    Jul 20, 2022
    Posts:
    5
    Apple M1 here
     
    justin_unity842 likes this.
  44. Spacelab_Games

    Spacelab_Games

    Joined:
    Jun 29, 2017
    Posts:
    81
    Just following up on this - my WebGL build just gets stuck when "linking build.js (wasm)" comes up during the build stage...i waited just a little over 2 hours and the build was still stuck. Absolutely ridiculous.
     
    justin_unity842 likes this.
  45. Ikaro88

    Ikaro88

    Joined:
    Jun 6, 2016
    Posts:
    296
    Problem still present in unity 2022.3.3
     
    Last edited: Jun 27, 2023
  46. sandstedt

    sandstedt

    Joined:
    May 24, 2015
    Posts:
    67
    Try closing Unity, deleting the Library/Bee folder and then open Unity again, and see if the build time decreases. Works sometimes. And also try making development builds for fast iterations (but gives worse performance on the client).
     
    justin_unity842 likes this.
  47. Spacelab_Games

    Spacelab_Games

    Joined:
    Jun 29, 2017
    Posts:
    81
    I upgraded to version 2022.3.4.f1 and i tried building with "Shorter Buid Time" for code optimization and its building now in under 10 minutes. My game seems to be running fine with shorter build time enabled so I guess ill just build it like this for now.
     
  48. tantx

    tantx

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    Jul 5, 2017
    Posts:
    23
    same problem in 2022.3.1f1.....
     
  49. tantx

    tantx

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    Jul 5, 2017
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    23
    this checkbox was unchecked as default
     
  50. therobby3

    therobby3

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    Jan 30, 2019
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    So I compiled with "Shorter build times" and it compiles fast as it should, like it used to with 2021. However, the performance is significantly worse when testing in Chrome. Firefox and Edge seem to be ok for some reason. So unfortunately using "shorter build times" doesn't seem like a fix-all solution. The "runtime speed" option still needs to compile in a reasonable amount of time like it used to as "shorter build times" seems to run too much worse in Chrome for me.
     
    unity750 and tantx like this.