We’re using addressables & I’m seeing build times of over 2 hours. I’m wondering if there’s any way to actually profile what takes so much time. It does seem to do a ton of redundant work, like it takes it time to recompile the same shaders every time even if there’s no changes made to these shaders, is there any way to cache all this work between builds? I also notice that it doesn’t actually saturate the CPU much at all, like it’s sitting there at ~10%, for durations it’s even less. It also seems to really abuse RAM, it very quickly saturates my 16gb of RAM and then it starts to heavily swap to disk, I would actually assume the majority of work is actually just swapping because the computer grinds to a halt from all the IO, is there any way to reduce the memory footprint? We have a custom build script which overrides BuildScriptPackedMode to be able to preprocess scenes before addressables, perhaps that also affects whatever caching strategy addressables can utilize? Overall I’m looking for all strategies which can be employed to make addressable build times actually manageable.
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