This Ludiq background worker, I don’t know what it does that makes it choke, but apparently it requires more power than training an AI model, it’s so f-ing ridiculous than no matter how powerful a workstation I grab, this shit tier visual scripting engine will just burn the CPU to a smoking ember.
Can we at least get an option to turn it off please, and make it trigger only on play, or when entering the graph editor? It is unusable on large code base projects that are actively being worked in.
This is the correct takeaway. They never should’ve integrated current version of the tool and then call it production ready for some checkbox of having VS in Unity.
Might be time to pull on the bigboy pants and rip some code out of UVS.
I had to do that to fix the “NiceIO” bug that was floating around for a while. I’m here sitting and hoping my project doesn’t get bogged down like this.
I have both these bugs and I’m being told to ‘hurry up’ while having to figure out whether I should really continue with Unity. And the learning curve for alternatives. Can anyone suggest a bug-free version of Unity that will function within reason for the year 2024? Help?
Maybe the second part - “that will function within reason” - can be fulfilled in 2024 at least then. At this time I need to spend 5 minutes at every compile, which is harrowing if I’m testing tweaks / minor functionality.
How comfortable are you with the idea of switching to C#? Because current evidence is suggesting that the team behind Unity Visual Scripting was part of the layoffs that have been happening. Which if that’s the case this isn’t going to be fixed any time soon if at all.
What version of Unity Visual Scripting are you using? I haven’t had any issues with the Ludiq background worker, but I only have about 10 custom nodes. How many custom nodes do you have, and how many Script Graphs are in your project?
Is there any resolution for this. I’m sure we would be 4x more productive if Ludiq background worker did not took 15-30 sec for any small code change. I feel like waiting a lot after any C# code change. It’s frustrating.
Have you tried Assembly references? I found out it was recompiling all assets/resources. So I added some assembly references to various asset folders and it cut down from 30 seconds to about 5 for incremental compiles. By default, everything is in the same assembly, which obviously slows down compilation.
There wasn’t even an API to monitor the process is done or not. If I want to use a loading screen to wait till it get down, I don’t even know how long I need to wait.
This. Unity 6 Preview 6000.0.20f1. This Ludiq background worker. I don’t even need this inferior visual scripting. What the heck is it doing in the background for nothing? Can we remove it?
Is there any updates on this? The Ludiq Background worker takes up 2-5 min every little code change or when I want to exit the Play mode. I can’t work with this, is there a way to disable / speed it up? My project does have a multiple custom Units for Visual Scripting so I cannot just delete the package.