#[Request] Entities builds are extremely slow at specific stage

1 messages · Page 1 of 1 (latest)

worthy nova
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During the stage of writing serialized assets, builds may take up to an hour for not very big amount of assets: around 500.

As far as I understand: all those are EntityPrefabReference that we have for client builds (so they can load any prefab with resources we need at any moment).

Considering this number will only grow for project going on - I'm really hoping for some optimization considerations of this. Maybe it's possible to multithread this for example.
@woeful lichen

woeful lichen
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@mint nacelle ^

worthy nova
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@woeful lichen @mint nacelle really need to do something about it. At this point our build grown twice as we added more content and it's unbearable.
Literally considering ditching content management at this point.

mint nacelle
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Do you have something you can share? Like a project or bug report? It's hard to act on this without something to investigate so we can actually see the source of the issue

worthy nova
# mint nacelle Do you have something you can share? Like a project or bug report? It's hard to ...

basically, the more entity prefab references you have, that reference assets like mesh/materials/sprites - the longer build time. It scales really bad the further you go, especially when there are prefabs that share certain assets.

I guess I can just try to make some example project with random assets thrown in, but similiar pattern of creating things.

Atm we have ~1100 unique entity prefab references + ~30 scenes. And build time is 2:30+ hours with cache breaking on nearly any scene change. Total build size ends up being just ~2GB.

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Yet when you do exact same thing, but instead of EntityPrefabReference you bake them all directly into one giant mega subscene - build time is just 25mins.

tall umbra
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I guess I can just try to make some example project with random assets thrown in, but similiar pattern of creating things.

🙏

frigid field
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this is definitely concerning, our company is building a virtual world that we'll be growing and releasing content on a monthly basis and targeting a fairly conservative min-spec like roblox. We absolutely need to bundle up our assets and serve them from the cloud and already even with just a few scenes our builds take 45 minutes to a couple of hours depending on what's changed or if it's a clean workspace.

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I'll be keeping an eye on this