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Post by speedrunlabs1 on Dec 4, 2014 1:01:52 GMT
Hello DT folks, is there a way to convert CGK and MA to dll files or any other tricks to speed up compilation? I've tested a bunch of the assets I own in different projects and the dark tonic assets slow down compilation the most by far. To give you an idea of speeds on my end, I can make a new project and make one tiny script and it will compile in less than a second. If I add CGK and MA, it goes up to around 4-5 seconds. Ya I know its not THAT bad and it's understandable because of how much you guys put in to your tools, but I was just wondering if you guys do any cool tricks to speed things up while making your games.
Thanks, Joe
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Post by DarkTonic Dev on Dec 4, 2014 1:12:31 GMT
You can compile them into a DLL with Visual Studio, but then every existing object that uses the scripts will need to have the DLL version of the script re-dragged into the Inspector once you delete the files that are outside the DLL so you don't get errors from duplicate classnames. It's really a pain. If you do it at the beginning of a project, it's allright I suppose. But then if you want to get an update from the Asset Store, you'll have to do it again. Not worth the trouble I think.
I don't think there's another way around that compile time. Ourselves, we live with it. Some projects we do take 10 seconds or more to compile because of all the plugins we have in it. There's not really THAT much code in these plugins. I would think you probably do not use stuff like Universe or some other code heavy plugins (NGUI?) if our plugins add the most time.
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Post by speedrunlabs1 on Mar 25, 2015 15:34:28 GMT
I found a solution so I thought I would share. If you move assets to a "Standard Assets" or "Plugins" folder, Unity will only compile scripts in those folders if they change. That's so fucking cool and easy. Now I can have tons of big assets and keep a fast workflow. For more info, read this docs.unity3d.com/Manual/ScriptCompileOrderFolders.html
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Post by DarkTonic Dev on Mar 25, 2015 15:54:41 GMT
That's awesome, thanks for sharing! However I believe UnityScript users can't do that.
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