I’m doing various things right now to reduce our compile time (DLLs, Standard Assets, etc). However, I’ve been measuring our compile time by literally holding a timer and starting/stopping it. Terrible, I know. But I can’t figure out how to do this through an editor script.
First, I can’t seem to make Unity compile without some sort of problems. Unity will throw an error on the following code and will cause an Internal Compiler Error
AssetDatabase.StartAssetEditing();
AssetDatabase.ImportAsset(scriptToCompile, ImportAssetOptions.ForceSynchronousImport);
AssetDatabase.StopAssetEditing();
I then thought I might be able to record the end time with AssetPostprocessor.OnPostprocessAllAssets but then, I still don’t know how to start a compile.
Is there a plugin that already does all this? Does anybody know of a safe way to force re-compile?
Thanks.