Can Unity 2020 solve my long build time problem

As far as I see Unity says this time (2020) we focused on performance issues.
And I am the one suffering from performance (build time crashes etc)
Should I convert my 2019 project to 2020 or before LTS version is it too soon?

Do you have a released game you’re updating every so often?

Unity is getting slower not faster with each new release. If you want to decrease build times the best way to do it is to upgrade your computer. What’s your current system?

1 Like

No no I have just started but still very long way for me.

Keep a back up and give it a try then.

1 Like

Build times are faster for us in 2020 than in 2019.

2 Likes

2020.2 has a speed increase to il2cpp build times. My test project at the time I ran through it went from a 20-30min build down to a 3-5min build.

3 Likes

Make backup of your project, upgrade it to new Unity version, fix any compatibility issues from version upgrade, create a few builds to see how long they take (the first one may take longer than subsequent builds). Unity 2020.x in some ways is faster, and some ways is slower. Depends specifically on your project and your hardware.

1 Like

If you’ve just started and you’ve got extremely long build times, that sounds like a slow computer issue.

Or a 118gb project folder on a 7200 rpm hdd

1 Like

Can I use il2cpp for android platform?

HDD’s are terrible with lots of small files, and Unity projects are made up of lots of small files. You’ll generally get extremely poor performance if you’ve got your project on an HDD, and I doubt a Unity upgrade would do anything about that.

1 Like

What’s the rest of the system consist of?

I thought people only used mechanical disks for storage these days. I haven’t had a HDD in my workstation for atleast 10 years

2 Likes

Unity 2020.2 is indeed a bit faster at IL2CPP building, but if you have a really big project which you need to rebuild frequently, you may want to look into build automation instead.

The easy way to do this is Unity Cloud Build. If you want to save money however, you could setup a local TeamCity server with the Unity plugin on some older computer you have laying around. That way your project will be built on a different computer every time you push a change (or request it manually, depending on your configuration) without ever blocking your workstation again.

Also if you are using IL2CCP, read this, and consider switching to Mono if you are just testing smaller changes. You can always switch back to IL2CCP for release builds you actually want to publish later.

Yes. I even think that IL2CPP is the default option for Android since a while already, but don’t quote me on that as I’m not a mobile dev.

I’m using a RAID 10 array of 12 HDDs on an old hardware RAID controller I bought on ebay a few years ago. This is actually faster than any SATA SSD I’ve tried, and even outperforms a PCIe 3.0 M.2 SSD in some smaller random access cases thanks to the massive RAM cache on the controller itself.
Of course this causes case vibrations, draws much more power and needs active cooling, but it allows storing massive amounts of data at SSD performance levels without ever needing to worry about TBW limits.

How have you just started but also have a near 120gb project?

Are you sure you are not comparing with a SATA device on m.2 interface?

How many hundreds of dollars did you have to pay and how large is the memory cache? Yes, there are esoteric solutions that can surpass the performance of SSDs but they’re almost always far more expensive than an SSD.

That said a high end solid state manufacturer (eg Samsung) will typically include a software package (eg Samsung Magician) that configures a portion of your system memory to behave as a cache for the drive. Just as an example my old Samsung 950 EVO SATA SSD configured a 2GB cache.

Finally you don’t have to have a fancy controller to have a cache for HDDs. With the following software you can configure two tiers of caches: an SSD cache and a memory cache. It’s far more affordable too at just $30.

https://www.romexsoftware.com/en-us/primo-cache/

1 Like

Just telling you about my HDD usecase. Yes it’s more expensive and harder to maintain, but still a cheap solution for massive storage space with high transfer speeds if bought used/on ebay. (old enterprise hardware)
Everything that fits into the battery backed RAM cache is accessed pretty much instantly. (M.2 SSD vs 8x HDD array)
With larger files, SSDs are still a lot faster though, at least if not limited by the interface. (8gb test file this time)

It really depends on what you want to do. In my case this is the perfect allround solution. Unity projects don’t really care about high disk speed anyway, and local development databases hosted on this usually fit completely into the cache for instant access. This also works really well for 4k video editing and gaming, and will never hit any TBW limit.

So yeah, now you know what some people still might use HDDs for.

Run

winsat disk -drive g

replace g with your disk.
What is your random read?