Automatic cache cleaning policy for ScriptableBuildPipeline

Hi. I’m using ScriptableBuildPipeine for building assetbundles. My project is actively changing everyday, and assetbundle is built too. The problem is that the cache of assetbundles are generated at every build and eventually fills up the hard disk of my build machine.

The only solution is that remove cache folder from Library manually, when my build job is failed due to full-of-harddisk error.

I hope that ScriptableBuildPipeline’s cache system should have automatic LRU cleaning policy with max-size-restriction.

I believe you can set a maximum cache size for it on Unity preferences, the default is 200Gb

1 Like

Ah, I didn’t notice that. Thanks for sharing!