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Too slow switching for android in Unity3D
My game has 1000+ frames and format of sprites is Crunch because of too many sprites in this project.
when I want to switch it from windows to android it takes me almost 1 day to switch (actually I don't permit it to switch completely) but switching to windows is not that much, maybe just 15 minuets.
Just I want to know is it sensible or not ? and if it doesn't, is there any solution ?
How often are you switching back and forth, and why? I would highly recommend using Unity's built in Sprite Packer to save some memory and loading time.
Just my problem is first time switching, because I save library after it. But it takes me too much time for switching.
Answer by Slot-Galaxy · Sep 25, 2017 at 09:27 PM
Use the Asset Server locally to keep cached versions of the different platforms. In this way it will not need to reimport all of your assets. This will also help with build times if you're performing them locally or on the same network (if you connect to the asset server).
Answer by JonPQ · Sep 25, 2017 at 10:23 PM
either use asset server..... or if you have an old pc lying around... or mac... get version control setup (git, source-tree, subversion etc...) or if its just you... even dropbox can work. and use 2 machines to build the different platforms.
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