Larger Projects and unacceptable compiling scope/time. With my project with 5gb worth of assets and a large [local] cache, it takes anywhere between 10 to 60 seconds to recompile a single comment change, freezing all threads - and this is with an i7-8700k CPU (poor folks that have an i5. I used to have an i5, and it took me up to 2 mins - and that was when my project was smaller).

If I change test.cs to add a single letter to a comment, my entire project recompiles. Even if my scene doesn't even use this file, all threads are frozen for 10 to 60 seconds - not this single file, but the threads freeze while it scans my entire project for changes -- whether if it's in my scene or not.



Unreal, for example, has butter-smooth recompiling on this matter -- why can Unreal handle this, but Unity can't?



Why can't I multitask when I'm waiting for my +comment in my file that's not even in my scene? Why is the entire project scanned for changes freezing all threads during this time when competitors clearly found a way to prevent this? Is this actively being tested to help your mass crowd of users get through the day without taking a break every few seconds? The last I heard, Unity tried this, then silently ditched the feature when it should really be high priority since this consumes a devs time more than anything.

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