[Tin tức] Speed Up Compile Times in Unity with Assembly Definitions



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Learn how to get back into the Editor faster after making changes to your code by using Assembly Definition Files in your project!

Gameplay Logic using Bolt:
Attributes and Reflection:
Compute Shaders:
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31 bình luận về “[Tin tức] Speed Up Compile Times in Unity with Assembly Definitions”

  1. Great tutorial. ☺ When I add an assembly I can no longer add a Monobehaviour derived script, that is now in the assembly, as a Component in GameObjects – any idea why that would be please? It all compiles fine and runs without issues, it just won't let me add them from the assembly

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  2. I'm working in the Observer Pattern, so none of my classes have dependencies or references. I had been thinking about adding assemblies for a long time, but a close package developer I worked with advised that it wouldn't work with his package (backward compatibility issue). In this case that code just got moved to it's own non-assembly area. I highly recommend learning the observer pattern and using assemblies. Saves a lot of time on developing and testing new features.

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  3. Grouping assets to one folder tip is nice, until it's not.
    Some assets still use folder ref by string and require users to not change their folder directory.
    Typing string for path is bad, I hope more asset store devs throw away that bad practice.
    You can make a Scriptable Object to hold all your asset's folder as object references and from there you can retrieve the path.

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  4. Can anyone recommend a video or a guide for how to start out structuring code well & using assembly definitions as a novice Unity user? I want to avoid getting to the point where it's taking minutes to recompile, but this video is a bit above my level.

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  5. I've known about Assembly Definitions for quite a while now, many thanks to you and a few others. But unfortunately it doesn't help. Yes the Script Compilation time (the small blue bar at the bottom-right) has gone down but that was never the problem to begin with. The problem is that Reload Script Assemblies takes way too long. Unity seems to reload ALL assemblies whenever I make a small change in one script. By that I mean changes in extremely small assemblies that does not depend on any other assembly.

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