So slow editor launch

This is has plagued me since the days of unity 4.
If my project is large (more than 5 gigs) the editor takes forever to enter play mode even with a blank scene. First it starts gathering ram really slowly. In task manager i can see it go from its starting 300mb to just over a gig then only does it enter play mode. Process takes around 30 mins from initial press of play button.

What can i do to fix this. Already tried splitting up the project into smaller pieces but i can’ work like that so have included everything again in one project

What could cause a slow start and the need to gather all that ram?

Does anyone know the steps the editor takes between play been pushed and scene begins?.

You might not have enough RAM. Afterplay mode is entered, how much memory is being used out of your total memory?
Try to delete the shader cache folder, and let Unity re-generate the shaders again. I found this happens to me when the shader cache gets bloated.

Ram wise im on 32 bit machine so not a ton. I do have hundreds of shaders that i will never use so you think shaders might be the issue even though the scene has none in use?I will try delete it and see it only takes up 24 megs on disk though.I haven’t tried the shaders yet so probably a few that my graphics card can’t read as well.

Sadly deleted but made no difference:(.

Have lots of editor scripts? if you profile editor, anything interesting there?

try removing folders until it works…(to see if some folder is causing it)

Not so many editor scripts will lose a few that i don’t need i guess. As for the folders there close to 50 gigs of content going folder to folder would be brutal.
There must be some reason the editor builds up the ram can anyone give a frame by frame of the inner working of the editor process once play is pressed?

I do have over 300 of those yellow triangle warnings mostly for things that are going to be depreciated could that cause this stunted start?

Could sbsar files cause it even without any in the scene?

I did some investigation of this for our build, most of the troubling stuff was the fact that we had a lot of assets in /Resources/, since we often wanted to dynamically load stuff. Unity generates and loads them like an assetbundle on startup, which can be extremely slow if you have a ton of stuff in there.

In our particular build, also audio settings were very slow because it was running compression on all the audio assets. It’s better now but still unacceptably slow.

I’d recommend figuring out how to work with windows performance analyzer, it’s very thorough!

Well no audio and nothing at all in resources so that’s a further slowdown i might have to look forward to yippee