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il2cpp too long build times
hello
making the iOS game. (unity 4.6.3 p4 / xcode 6.1.1)
i have been struggling with the 64bit build problems.
so I tried to upgrade the hardware( hdd to sdd / memory 8G -> 16G), but still there was a problem.
to will take a long build using il2cpp in the future.
please tell me updated schedule of the future in the build time .
thank you.
@JoshPeterson O$$anonymous$$, thanks. When I was on 5.1.x I couldn't do "Append" at all, and upgrading to 5.2 fixed that. I'll probably hold out for the patch release of 5.2.
Answer by JoshPeterson · Mar 31, 2015 at 11:25 AM
Unfortunately, we cannot give exact dates or releases for build time improvements. However, I can tell you that improving build times is a key focus for us on the IL2CPP team now.
The upcoming 4.6.4p1 release has our first round of changes to improve build times, should be available this week. Please try that release when it is ready. We will continue to work to improve build times in the future. Thanks.
Thanks for the reply Josh. fwiw, with Unity 5.0.1 our build times are exorbitant: about 5 solid $$anonymous$$utes for Unity compile, and another 13 for XCode.
we'll be migrating to latest Unity 5 release pretty soon, hopefully it's improved.
The latest unity 5 releases should be better. We also have more working in progress now on the Xcode side. We're working to implement incremental builds there. That work is not ready yet, but it should be available in the next few weeks.
Any updates on this issue @JoshPeterson? I'm running the latest beta, (5.2.0f2) where it still seems to do a clean build each time I export from Unity to XCode.
For a while it wasn't even letting me append my changes to the XCode file, and when I saw in the changelog that several append-related bugs had been fixed I got my hopes all up for a faster development cycle, but it didn't seem to make much difference from when I had to Replace each time.
I'm sure there are tricky engineering problems involved, but I selfishly hope this is high up on the priority list. There are some things that just have to be tested on actual hardware and the build-test cycle is killing me.
Thanks!
(sorry this originally got posted as an Answer, I meant it to be a comment)
Already, tweaking the optimization will alter your build time.
Lately, we had issue with Vuforia crashing on 64bit, the solution was to drop the optimization in xCode to Fast. Now it works but build time has increased.
@ssfrr We've now added some experimental support for incremental builds in Xcode. You can enable it with an Editor script like this:
public class IOSEditorScript : $$anonymous$$onoBehaviour
{
[$$anonymous$$enuItem("iOS/Enable Incremental Builds on Append")]
public static void EnableIncrementalBuildsOnIos()
{
PlayerSettings.SetPropertyInt(
"EnableIncrementalBuildSupportForIl2cpp", 1, BuildTargetGroup.iOS);
}
}
We're not fully supporting this yet, but please give it a try and provide feedback. This should not overwrite generated C++ files that have not changed. Note that il2cpp.exe is still not too smart about how changes in C# code map to generated C++ files, so we do have cases where a small change in C# in the right place can cause many C++ files to change. We're working to improve this, but please try it as-is now.