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I have my own Assembly for our C# scripts in Unity (asmdef) and so when I make a change to my source files, Unity should only have to rebuild my Assembly. However, in Unity 2022.3 LTS they added more compiler transparency, so you can see that it's compiling APT_gen's assembly as well, every time. This is because the APT code is writing to DevTuningfork.cs even though there's no change in the file, so Unity detects this and rebuilds the assembly. This causes a slowdown in workflow for programmers where the project contains the APT system. Please add code so that APT doesn't write DevTuningfork.cs when there's no changes detected, or better yet, don't run APT rebuilding code at all unless the source files it cares about are modified (e.g. ones with Enums).
The text was updated successfully, but these errors were encountered:
toxikman
changed the title
AndroidPerformanceTuner_gen is slowing edit compile times
AndroidPerformanceTuner_gen is slowing Unity Editor script compile times
Jun 8, 2023
I have my own Assembly for our C# scripts in Unity (asmdef) and so when I make a change to my source files, Unity should only have to rebuild my Assembly. However, in Unity 2022.3 LTS they added more compiler transparency, so you can see that it's compiling APT_gen's assembly as well, every time. This is because the APT code is writing to DevTuningfork.cs even though there's no change in the file, so Unity detects this and rebuilds the assembly. This causes a slowdown in workflow for programmers where the project contains the APT system. Please add code so that APT doesn't write DevTuningfork.cs when there's no changes detected, or better yet, don't run APT rebuilding code at all unless the source files it cares about are modified (e.g. ones with Enums).
The text was updated successfully, but these errors were encountered: