The compiled assembly is busy even after closing Unity Editor, the assembly itself, as well as UnityHub

I have errors when recompiling the project, because the files in this folder are “busy”. They can only be “released” through Unlocker after closing Unity Editor, Unity Hub and, of course, the compiled and running assembly itself.


The project uses NetcodeForEntity

No, I really have to create a new folder for each new build, I refuse to believe that this is how it should be!

Do you know if anyone can give you reasons to use this poor approach called DOTS, compared to not using it? It has a poor syntax, or not even syntax, I don’t even know what word to call this misunderstanding, in which instead of one line in the OOP paradigm, you need to write thirty in DOTS, but all this is supposedly supposed to pay for its performance. And oh my God, how disgusting she is! The scene with three capsules and a ball already on the third connected client begins to issue 1-2 position updates per second! Carl! I’m not talking about FPS, I’m talking about the frequency of synchronization of object positions, God… It can’t be that pathetic

Yes… it really continues to hang in processes after closing ALL windows related to Unity, how pathetic it is…
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Maybe it’s because I specified RunInBackGround, although why does it stay after closing all windows… Or maybe that’s not the point, who knows what the problem might be…

You have a built executable that is running in the background. Closing Unity doesn’t automatically close the executable. You are basically trying to build your project into the folder while still having the previous standalone build running.

This has nothing to do with DOTS. If you did a Build and Run on a non-DOTS game, and then after testing the running build, you switched back to the editor and tried to build in the same folder, you’d run into the same problem.

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Yeah… I’ve already calmed down and realized that it’s not about DOTS, but something else, if possible, it would be great to move the post to the appropriate section. And what does it mean “when closing Unity, the file does not close automatically”? And then how to close it? Through the Task Manager? Does it really work that badly? Especially since this doesn’t happen every time, at some point I close the compiled assembly through the cross on the open window, and the process closes and I manage to recompile the assembly.