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by Jensson
1432 days ago
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I profiled this before and after the change using the same code files, the asset reload time is definitely much slower, and asset reloads also triggers a lot of times unnecessarily, often it reloads assets once when you select the editor window, and then it triggers another reload when you hit play, and then it triggers another reload when you end play, effectively reloading the code three times every time you change anything and test. This doesn't always happen, but it never happened before the change for the same code, maybe you can work around it but it isn't obvious what is causing it. The engine isn't slower, but the editor is much slower. It might be that this improved some things for larger teams, but for the projects I've worked on it was a huge downgrade. Unity marketing said this change would speed things up for large projects, but for small projects with small assets and mostly code things got much much slower than before, which was my point that when they try to compete with unreal they are making the editor worse for smaller creators. I'm not the only one experiencing problems, here is a thread: https://forum.unity.com/threads/assetdatabase-v2-refresh-sig... Wasn't fixed last time I checked. Might be fixed in some beta release. |
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If you're talking about code compiles or script reloads, that's not really what the asset database deals with. (Although you can script imports so its not entirely unrelated).
That said, they did a lot of work to allow you to handle larger projects with (albeit manual) incremental compilations with asmdefs and the like.
I'm also pretty sure they also didn't add more code reload points, they just added load bars for when they did the code reloads. If you don't want the code to refresh automatically, you can just turn it off.