#[Netcode for Entities 1.0.15] Graphics assets is not stripped from server player runtime build

1 messages · Page 1 of 1 (latest)

chilly yew
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Currently when the subscene is baked at EntitySceneReference, graphics assets is not stripped from server player runtime build even you setup Entities Graphics at exclude baking system Assemblies. I would like official to address this asap since it's critical to get smallest server player runtime build size.

wanton ether
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Sorry, I didn't understand what the EntitySceneReference has to do with that.
Are you trying to use weak scene references? Or it is the referenced scene that hasn't been baked correctly?

Anyway, if you exclude the graphics assembly we are not baking the graphics components. But if there is anything else referencing that data, it is going to be added as dependencies and not removed from build.
Or there may be just some bug in this process, and that may worth to check.
As usual, we would like to have a case reported. I will try using Netcodesamples as baseline.

We are adding another way to remove all these stuff (shaders etc etc) from the server build too, that would solve that

chilly yew
wanton ether
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I presume that this may be one of the reason.

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But I want to understand the use case you have here. In order to have a way to give you a more precise answer

chilly yew
# wanton ether But I want to understand the use case you have here. In order to have a way to g...

The use case for me use to EntitySceneReference is I have environment subscene setup with dots physics collider. At client build will build all the art assets + physics colliders together into but for server build will only build physics colliders and strip out all arts assets. At the same time I want client build able to support content delivery that able to update this environment subscene content without require completely new client build. Same with server build that I can just swap the environment subscene content file to quickly update it without new server build

wanton ether
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Ah, ok, now I start to see the full picture.
Mmm.. that is indeed interesting. It may be that is not using the correct setting for baking for some reason, so it is accessing the client version instead of the server. But I need to try to understand what happen.
Question (simple): if you add an entity with a mesh in that baked scene, on the server, does this entity have any graphics components ?
Because if that is not the case, then we know the baker is actually excluding the assemblies at least. So we have another reason and problem to solve.

chilly yew
wanton ether
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No problem. If I can have a small sample to try that have the same logic I will dig into it. (