新资产数据库的发布为进一步加快资产导入提供了坚实的基础。 了解Unity处理大型项目的方式的改进,并发现一些即将到来的功能,这些功能旨在使资产管道更加可扩展并确保项目稳定性。 演讲者:乔纳斯·德鲁森(Jonas Drewsen)-Unity幻灯片可在此处获取:https://www.slideshare.net/unity3d/speed-up-your-asset-imports-for-big-projects-unite-copenhagen-2019。
加快大型项目的资产进口-Unite Copenhagen
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As it stands I have a project taking 45 minutes to perform any AssetDatabase functions. v2020.1
About the "artifact" terminology — this is not very intuitive at all.
Do you not think of Indiana Jones / Archeologists when you think of "artifacts" ?
How about something like "in-file data" (intra-file data element) instead? — Something straightforward, with no weird associations?
Understanding weird terminology is a beast (see Houdini's CHOPS SOPS VOPS etc.) — i.e. Houdini is only difficult because it looks/sounds scary. Like Unity these days (i.e. with DOTS or weird/vague terminology like "artifacts"). — Better wording of concepts would go a LONG way. 🙁
100GB takes 15 minutes..? wow I wish I had that kind of internet speed 😉
An option to avoid processing certain source asset types would also be great. I believe this was a highly voted request at one point, but this would let us keep .blend files in-sync alongside our .fbx files without Unity trying to launch Blender to auto-import each .blend file… Or possibly a .gitignore style file.
Note: This looks doable from an editor script using the mentioned OnAssetModified callback (not sure which Unity version this exists in?) if we could return a new set of items or null-out entries for things that we don't want processed (.blend files for example).
what about GPU accelerated texture compression ? I would assume that would speed up compressing textures a bit