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Simultaneous Multi-Platform Development Workflow and Best Practices
I am developing a multi-platform game (desktop/web/ios) and am running into a workflow problem: whenever I change the build target I have to wait for my assets to re-import. Audio files are particularly bad. This is causing substantial breaks in my productivity. Does anyone have any best practices to get around this?
I'm wondering why Unity doesn't save each of the target conversions so that it would only need to reimport if the asset has changed.
One reason why I'm switching targets frequently is Lightmapping which works much better in standalone mode since you get shadows which are disabled in ios. Also I want to check the playability of the build on the various platforms pretty often.
Thanks for your advice.
Would it help to keep the editor in standalone mode and build the other platforms from command line? I'm not sure if the command line build does a re-import or not, but would be worth checking. See BuildPipeline.BuildPlayer (Pro only).
Answer by Soundguy · Jun 16, 2011 at 01:04 AM
any news on this issue ? i'm expereinceing the same thing.
Answer by HazeTI · Jun 29, 2012 at 03:25 PM
This may not work for you depending on what your setup is but I have a separate folder, which is effectively a separate unity project, for each platform.
Answer by 3Duaun · Aug 14, 2011 at 02:10 AM
+1, any news on this. There appears to not even be support for platform-specific asset folders! :-(
Answer by Xarbrough · Sep 20, 2015 at 12:25 AM
Reading the Unity roadmap, they won't address this in the future. If your time is money, then you really are a Pro user and can use the cache server or a custom build process/command line build or different development machines.
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