Recently, we’ve been asked to make a build for the Android platform. We’ve switched the platform from Windows/Mac to Android successfully and also managed to build the .apk without any problems (just had to get rid of some unsupported features like MovieTexture etc). However the problem is that it takes hours to make a platform switch (both directions). What Unity does is that it first scans what assets should be re-imported and then re-imports all of the assets in the project (isn’t this unnecessary?). Anyways, I was wondering if there is a trick or something that I can do to make the switching much faster! We need to build the game for different platforms including Windows, Mac, Android and iOS. I can’t just wait all that time.
How big is your project? My entire project folder is about 2.5GB and it takes about 30 mins to switch platforms. I’ve always found that a REALLY long time. I’d hate to think of it taking “hours”.
No, it really takes hours (and we have a very fast machine). The project is about 5Gb. Yesterday we switched the platform at around 2:30pm and by 5:15pm it was still half way through! No errors have been displayed! Any ideas?
@Fooo - we are using SubversionSVN together with TortoiseSVN as client. I would like to have a faster switching rather then keeping multiple copies and ensuring that all of them are synched. But if worst comes to worst… we have to do that!
@geppetto - thanks for your reply… yes hopefully it will be improved in the next version!
Would it be viable to externalise some of the assets?
You mention the project having video so if they are responsible for a considerable amount of your project size, could they not be placed outside the asset folder and loaded at runtime via WWW instead? You could do the same for textures, but then you’ll face loadtime compression and limited compression settings. I guess audio could be a good candidate too?