Has anyone else noticed weird behaviour with the burst compiler when it deals with large amounts of code?
I’m using it for mesh generation and it has to compile a few thousand lines and it takes a good 30+ seconds to compile everything.
But lately I’ve noticed that if I make a simple change somewhere and then run it after compiling the change isn’t updated. It happens randomly and if I wait a few minutes and try again it will show up. It’s like the compiler is using a previous version of the file or something.
EDIT: How does the domain reload for burst work? Does it check the filesizes and if they are different then it compiles them? I’ve noticed it happens more often when I’m just changing certain values but less often when I edit a large chunk of the code.
EDIT2: Have you ever noticed when you use system.IO to write to a file to your resources folder and then you stop play and check it and it’s not there? You gotta wait a few minutes for it to show up or right click in the heirarchy and hit refresh? That’s exactly what it feels like.
It sounds like there a two issues at play here: (1) slow compilation (which we may or may not be able to do anything about) and (2) a bug in IL hashing.
If you could file a bug with a repro project, we can look into it.
Thx for reply mfjord. Yea it’s definitely related to performance. I’m on a newish laptop and I’ve noticed it happens a lot more when the laptop is not plugged in (battery saver mode). I’ll just continue chugging along. It adds a lot of time to my workflow but I guess that’s the downside of developing on a laptop.
Is there a way to force the burst compiler to finish or refresh? It happens even if I wait for the burst compiler background task to complete (the window in the bottom right hand corner) which takes at least 60 seconds on each domain reload.
I have had some painfully slow burst compilation and subscene loading, sometimes to the point I think it’s just stalled. I have found toggling a subscene seems to fix it sometimes, maybe it forces it to restart compilation
There isn’t a designated way that I know of. However, it’s possible that toggling on/off the debug-button on the bottom right of the Editor could help force it. Added a screenshot to show which debug-button I’m referring to:
I haven’t tried the approach you mention @WoodsFiend, maybe that’s also worth a try?
Sorry for the inconvenience for now both of you, really thankful you wrote to us that this is happening. As soon as that bug report lands our systems (if you’ve had time to report it yet) we will have it in our pipeline - then we can take a proper look at the bug too!