So I’m switching the target platform of a project back and forth between iOS and Mac Standalone. Every time I make the switch, Unity (3 pro) decides all my assets need to be re-imported. I’ve got a lot of them so it takes a long time. Anyone know how I can tell it not to do that?
I guess I should also ask, is this normal behavior? Are other people experiencing this behavior?
Yes this is normal and expected behavior.
Assets get converted and targeted at their respective platform and the platforms expectations and capabilities.
As such, you should stop switching target forward and backward at least if you don’t want to wait.
Unfortunately this is normal behaviour. We’re only just starting a project, and it takes over half an hour to switch to iPad mode.
At the moment, our solution is just to never switch, and dedicate at least one developer machine to each platform.
Good to know. I was hoping that since they unified the editors, all the platform dependent conversions would be done at build time. At least I’m not doing something wrong.
That would be ideal. It makes sense. I don’t know why it doesn’t.
Because the emulation mode and preview would not work without it.
The .net frameworks differ significantly between the platforms.
Also, while 3.0 lacks in that aspect atm, I hope that switching platform will by 3.1 also remove things in the editor you can’t use for your platform (terrain aspect on mobiles for example)
aside of that the unity editor isn’t 64bit so it can impossibly hold all assets for all platforms in ram without it … which the editor normally does
and it would require that you define platforms that are supported so it even knows which to hold.
all in all: nice idea but unduable with unity on any reasonable scale without another 2.5 alike enhancement on the editor front in general to get the memory handling and build asset RAM handling significantly revamped etc