“This setting allows you to easily configure a Cache Server on your local machine.”
Does that mean the new cache server is setup from within unity or do we still need to launch the server locally?
Launching a server locally doesn’t seem to do anything.
No answer?
If you set the cache server to be local, you don’t need to run the server. That’s my gut feeling, which seems to be borne out by switching platforms after activating this setting. There’s a stage in the asset import that goes, “Downloading from cache server”. However, it still takes quite a while. I guess Unity only has one copy of the assets ready at any time: for the currently-selected platform. Makes sense but for those with the disk space it would be cool to be able to have assets ready for several platforms simultaneously.
Come to that, it would be good to have more information in the asset import dialogue, which simply says “hold on” at the moment, and you’ve no idea what it’s actually doing with the files it’s showing below.
@Joachim_Ante_1 you made this thing, how does it work now?
For me it is working in local mode out of the box, without any additional services. Version 5.6.1f1
!BUT! it have one issue, if the path to the cache location folder contains spaces it will not work. You can check if this is the case for you: just restart unity (even empty project) and check console for next errors:
Socket: connect failed, error: //some Russian text here// (0)
UnityEditor.Modules.ModuleManager:RegisterAdditionalUnityExtensions()
connect failed
UnityEditor.Modules.ModuleManager:RegisterAdditionalUnityExtensions()
Couldn’t connect to Cache Server.
Unable to connect to host localhost:64728.
UnityEditor.Modules.ModuleManager:RegisterAdditionalUnityExtensions()
so it’s still a bit buggy?
Yep, **here **is bug case at Issue Tracker