- Home /
Long texture reimport during platform switching(standalone <-> ios)
Hello,
I don't like how Unity always reimports all of my assets when I switch platforms as it takes too long. My goal is to be able, having a working copy on Windows PC, get an Ipad version of the game ASAP. But as of now I have no clue how to achieve that. I'm concerned mainly with textures as this is the asset type most heavily used in my game.
If I, for example, make all my textures square and force them to use PVRTC compression even on Windows/Mac, will it reduce importing time? What other things should I consider if I want to reduce reimport time?
Answer by liszto · Dec 10, 2012 at 12:56 PM
I don't think you can reduce importing time even if you define PVRTC on Windows/MAC OS.
On my project, I do 2 repositories, one for MAC for example on MAC OS and another which is the copy from previous one with build target on iOS.
Then when I commit something on a build (MAC for example), I update the other to import new changes on this one. There is no other way to do it actually. If you don't use svn to your project, you must copy manually or with a script your new files/folders from one project to another.
With Unity 4 I think they improve the importing time but I don't compare with Unity 3.