Too slow switching for android in Unity3D

2019-04-11 23:17发布

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 ?

2条回答
仙女界的扛把子
2楼-- · 2019-04-11 23:37

I have my projects in a version control system (like SVN or Git) and have a checkout per build platform.

In your case you would check them out into two folders:

  • YourGame_Windows
  • YourGame_Android

Your synchronize both folders by commiting and updating with your version control system.

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Animai°情兽
3楼-- · 2019-04-11 23:49

There are few solutions. Here I will point only 4 of them

  1. (IMHO the best option) Fast Platform Switch plugin

  2. Writing your own importing assets scripts (http://docs.unity3d.com/ScriptReference/AssetPostprocessor.html).

  3. You can boost speed of importing with switching off compresion of textures/images (Compress Assets on Import in Preferences):

enter image description here

  1. You can boost speed by making sprite packer be enabled only when you make build, or disbale it:

enter image description here

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