Just upgraded to Unity 4.6 from 3.5 with a fairly large released mobile/desktop game project so we can add Steam support. The problem now is builds take upwards of 6 hours or more to complete (last attempt took over 12 hours before I killed Unity), and it’s always stuck at the “Building Additional Assets” stage. Looking at the process list on PC and Mac OS shows that multiple UnityShaderCompilers are running. The builds never took more than 5-10 minutes with Unity 3.5.
The memory footprints of these UnityShaderCompiler processes seem to grow and shrink, and Unity is not completely unresponsive albeit very slow in window refreshes. So it doesn’t appear to be hung. Just something strange going on with those UnityShaderCompiler processes.
I’m pretty new to 4.6 and the documentation I’ve perused doesn’t mention a way to see what particular shader the editor is trying to compile. Does anybody have any pointers or advice on how I can tackle this? We integrated quite a few Unity Store Assets, so there are quite a few shaders in the project.
Thanks for reading!