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Discussion in 'Editor & General Support' started by doodler345, Jul 28, 2022.
having the same issue after updated my engine to 2023.1.1f1
@JustBeanUnity Just tried it on a brand new computer (also Intel), and worked like a charm.
While doing a headless build on my AMD gaming laptop, I was following the log, and it seems to get stuck in the bee_backend.exe step for a very long time. I'll attach the the end part of the log file below, where it was in a phase where nothing happend and I just kept waiting for it to be completed.
The build time continues to fluctuate on my AMD gaming laptop. On this build it "just" took around 20min (compared to 3min consistently on my other computers). Sometimes it's 45min. (for production builds)
***Player size statistics***
Level 0 'Assets/Start/Start.unity' uses 1.5 MB compressed / 9.2 MB uncompressed.
Total compressed size 1.5 MB. Total uncompressed size 9.2 MB.
Starting: C:\Program Files\Unity\Hub\Editor\2022.3.0f1\Editor\Data\bee_backend.exe --dont-print-to-structured-log --ipc --dagfile="Library/Bee/Playereaf5b70a.dag" --profile="Library/Bee/backend1.traceevents" Player
Starting: C:\Program Files\Unity\Hub\Editor\2022.3.0f1\Editor\Data\Tools\netcorerun\netcorerun.exe "C:\Program Files\Unity\Hub\Editor\2022.3.0f1\Editor\Data\PlaybackEngines\WebGLSupport\WebGLPlayerBuildProgram.exe" "C:/Program Files/Unity/Hub/Editor/2022.3.0f1/Editor/Data/PlaybackEngines/WebGLSupport/Bee;C:/Program Files/Unity/Hub/Editor/2022.3.0f1/Editor/Data/Tools/BuildPipeline" "Library/Bee/Playereaf5b70a.dag.json" "Library/Bee/Playereaf5b70a-inputdata.json" "Library\Bee\buildprogram0.traceevents"
ExitCode: 4 Duration: 0s98ms
DisplayProgressbar: Incremental Player Build
ExitCode: 0 Duration: 1s908ms
Starting: C:\Program Files\Unity\Hub\Editor\2022.3.0f1\Editor\Data\bee_backend.exe --dont-print-to-structured-log --ipc --dagfile="Library/Bee/Playereaf5b70a.dag" --dagfilejson="Library\Bee\Playereaf5b70a.dag.json" --profile="Library/Bee/backend2.traceevents" Player
Starting: C:\Program Files\Unity\Hub\Editor\2022.3.0f1\Editor\Data\Tools\netcorerun\netcorerun.exe "C:\Program Files\Unity\Hub\Editor\2022.3.0f1\Editor\Data\PlaybackEngines\WebGLSupport\WebGLPlayerBuildProgram.exe" "C:/Program Files/Unity/Hub/Editor/2022.3.0f1/Editor/Data/PlaybackEngines/WebGLSupport/Bee;C:/Program Files/Unity/Hub/Editor/2022.3.0f1/Editor/Data/Tools/BuildPipeline" "Library/Bee/Playereaf5b70a.dag.json" "Library/Bee/Playereaf5b70a-inputdata.json" "Library\Bee\buildprogram1.traceevents"
ExitCode: 4 Duration: 14s
ExitCode: 0 Duration: 0s763ms
Starting: C:\Program Files\Unity\Hub\Editor\2022.3.0f1\Editor\Data\bee_backend.exe --dont-print-to-structured-log --ipc --dagfile="Library/Bee/Playereaf5b70a.dag" --dagfilejson="Library\Bee\Playereaf5b70a.dag.json" --profile="Library/Bee/backend3.traceevents" Player
After that phase (wish took 14min 55s according to the log)
ExitCode: 0 Duration: 14m:55s
[websockify wrapper] Start node and websockify.js
Refreshing native plugins compatible for Editor in 21.31 ms, found 3 plugins.
Preloading 0 native plugins for Editor in 0.00 ms.
And then a build report after that (didn't wanna post the entire log here)
@sandstedt , do you mind submitting a bug report with your findings to Unity and posting the link here for us to follow?
Looks like you're the only one doing comparative testing & at worst, QA will give you a ticket# we can follow if it's a duplicate with an existing internal ticket.
I'm having the same issue on Unity 2022.3.2.f1 <Metal> version when building with the Code Optimization: Runtime Speed setting for a WebGL build.
Not fixed as of 2022.3.4
I'll try the workaround.
We're having the same issue on 2022.3.3f1
WebGL build takes over an hour when it used to take a few minutes.
Set to "Runtime Speed"
Macbook Pro 2021
Not fixed or even acknowledged as known in 2022.3.5f1
We're having the same issue on 2022.3.4f1
Same problem here. Currently using 2022.2.15 and waiting for confirmation before upgrading to LTS.
Our project's using Inputsystem and Addressables packages. Build timer over 1 hour were confirmed on a Threadripper 3970x, Intel 12700k and github actions build workflow using ubuntu. All systems having build times from 1 - 3 hours. Using "shorter build time" instead of "runtime speed" as code optimisation drops a hot build down to 2 minutes on the TR and 23 Minutes on the github action.
I noticed the "Linking" step utilizes two executables, wasm-ld.exe and wasm-opt.exe. In all Code Optimisation settings, the first one seems single-threaded while the second one is multithreaded.
In "shorter build time", wasm-opt.exe starts after roundabout 2 minutes while in "runtime speed" this executable is still not active after 15 minutes, only wasm-lt.exe takes up 100% of one core.
Can't believe this is still an issue. Experiencing this on a brand new empty project.
Same problem in version 2022.3.5f1
Set the [code optimization = Shorter Build Time] could handle the speed problem on project.
@JustBeanUnity the reference to this issue has been removed from Unity 2023.1.4 release notes and onward, is a fix for this issue still on the roadmap and is there any progress?
Tagging @brendanduncan_u3d and @unityruba for visibility to WebGL mods
Link to issue and changelogs:
I have the same problem on Unity 2022.3.3f1c1, i changed some code use JetBrains Rider(2023.1.2). then i build WebGL program， the problem was happend. but when i close Rider the problem has gone。so i think when i bulid the scene rider is load some data in scene , it has locked scene. Unity is wait for rider.
Continues to be an issue on 2022.3.6f1
Indeed says 2023.1.0b... and here i am 2023.1.8f and .. well its been >13 mins now.. it only makes a 44k build file, an how btw do you "link" a js file - its text interpreted later.. does this file even vary with project?
Future liz was here: >25 mins to build 20+ mins were linking build.js
@JustBeanUnity any update on the multi threading issue with the build modes?
When I disable "Name Files as Hashes" it seems to compile very quickly (Unity 2023.2.0b4) . Anybody else, or is this a wild fluke?
Update, it was a fluke. It worked once and hasn't since.
How is this not only not fixed yet, but basically ignored ???
ive got a site with a bunch of unity games on, compiled up a 2d one today stuck it on.. and yet again its not loading properly - Im getting sick of the way unitys web has to be "just so" or it falls in a heap of poop .. i dont want to have to recompile all the old projects in new unitys just to make sure all websettings are the same.. if itends in .gz its gziped it shouldnt need special settings
I guess the question is, how much does the "Runtime Speed" actually help during runtime? Is there a noticeable framerate increase? Much faster loading times? Where does the performance in Runtime actually come in?
If it's not too noticeable I guess, I'll just stick with "Shorter Build Speed" to keep things moving along.
2022.3.3f1, the same problem is occurring.
Why does Unity get worse with every update...?
This has been explained numerous times, in this thread (on a different page) and other threads. Please read through the threads to see if there is a solution before replying the same thing everyone else is.
Why the build is slow: https://forum.unity.com/threads/how...sm-time-be-accellerated.1427124/#post-9260838
How to make build faster: https://forum.unity.com/threads/how...sm-time-be-accellerated.1427124/#post-9261150
I recently migrate my project from 2021.3.8f to 2022.3.9f1 and build.js is taking forever to link:
This time passes 30 minutes.
I removed Library/. Temp/, Obj/, Build/ and made a clean build.
Time to rollback to 2021.* I guess.
EDIT1: I just saw jukka_j's answer and I can confirm that changing Code Optimization to "Build Times" indeed made the build process much faster (< 7 min). "WebAssembly.Table" and "BigInt" language features is available from version 2023 onwards.
+1 My build times for a small 2D game:
Unity 2021.3.16f1 were ~3 minutes
Unity 2022.3.10f1 are now ~12 minutes.
Shorter Build Time (as advertised, I guess) brought them down to ~4 minutes.
Having this issue now, builds were taking ~10 minutes on 2021.3.10f1, now taking hours on 2022.3.10f1 (I don't have hours so I haven't been able to let one finish). This is insane that Unity shipped 2022.3 LTS in this condition!?
My project also takes an hour to build this is very bad.
Same issue with Unity 2023.1.15f1
2022.3.12f1 same problem.
For everyone posting "same issue", it is per-design and Unity won't "fix it" per se.
The compile options posted in this thread are exposed in 2023.x to make it easier to use. Otherwise, I hope Unity Mods can just close this thread as it is noise.
The build time is longer AND the build size is larger, it's insane
once you do the first compile - (of the day it feels) it does incrementals, which are faster, but it doesnt seem to notice that the previous version was yesterday and the only thing that changed is you had a nap in between
where as for example gcc and make skip through and while it does the traditional .c/.cpp -> o -> binary options, unity does seem to do something simialr, so, why cant it do the if o is newer trhan .c/.cpp then it hasnt changed ... skip... logic and save us all beginning to be noticable parts of our lifetime.. soon people will be quoting that as part of game dev if you spent say 3 years of dev a game, 6 months was waiting for the compiles. Big games take long enough anyway, fortunately webgl games arent likely to be that big, but at 20 mins+ for a full build and its going to do that more times than not...
Unity 2022.3.10 same issure
So ... what exactly is the status of WebGL going forward for Unity? Its the _only_ reason I'm currently using Unity over UE5. Is webgl basically dieing over here, or is this just another one of those "Unity's spending $$$ on stuff that no one needs but won't fix their actual engine" bugs (I mean features), like the shadow glitch with alpha clipping in URP which forced me to regress to 2021?
I have a project which I made in URP 2023. Shadow glitch ... tries 2022 ... shadow glitch also on build ... 2021 worked ... so fine. Try to do webgl ... discover that URP in WebGL had a bug and wouldn't build. Port over to standard, works in standard 2021. Upgraded to standard 2022, and webgl now takes forever. Probably will regress again to standard 2021.
Wow am I super un-impressed right now.
i regressed back to builtin after constantly trying to fix light leaking through what amount to 50cm walls under urp. It looked fine in the editor (yes same quality etc settings) but once built it was a s**t show
This is still a problem.
Unity 2023.3.0b3 DX11, Windows 23H2 (build 22631.3007)
The building process was stuck for 20 minutes, so I aborted it.
The project builds in about 30 seconds on Unity LTS 2022.3.16f1
Stable Unity 2023.2.5f1 has the same problem. Then it proceeded to "brotli" something and died.
Tested PlayCanvas for web-games. Such a breath of fresh air. Sure, Unity Editor is better. But having zero-compilation and iteration time is lovely. Havn't build that large of a game yet though, so can't say for sure.
Wish Project Tiny was still a thing.
Agree PlayCanvas is a lot less clunky. It's so cool to be able to make a minor change and see the results in a second or two rather than waiting for Unity+IL2CPP+WebGL to tie itself in knots for 7 minutes before you get a realistic preview of any change. Unfortunately, the learning curve is steep and it can be hard to translate what you know with years of Unity into how to do things with PlayCanvas instead.
Sometimes it builds it in 94 seconds, sometimes in 20 minutes, that's not good
well i got a new machine today, a 14900KF (32 logical processors) with 64gb memory and a 4090 card and a fast hard disk so imagine how narked i felt when i build my 5 scene project with 4 of the scenes are 2 with a bit of text (and 2 of them barely a sentence)
Welcome to the jungle
Ребят, просто Поставьте "shorter build time" в build settings
For whoever comes here from google, basically what this guy says.
Only switch to the other option when you're releasing the build. Maybe have a custom script to do so
Its UNREAL that this issue persists for that many years with no adequate solution. There is no WAY anyone from the unity dev team is this decelerated up there to figure it out and push out a proper solution. @AlwaysCraven Quit adding things before the existing ones work correctly.