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Fixed in 2019.3.X
Fixed in 2018.4.X, 2019.1.X, 2019.2.X
Building project gets stuck on "Compiling shader variants" dialog when Lightweight Render Pipeline/Lit shader is compiling
How to reproduce:
1. Open attached Unity project
2. Build project
Expected result: Project is built successfully on the selected platform.
Actual result: Building project gets stuck on "Compiling shader variants" dialog when Lightweight Render Pipeline/Lit shader is compiling. Once it is finished, compiling starts over again.
Reproduced with: 2018.3.0b1, 2018.3.0b10.
Devices under test:
VLNQA00150, Samsung Galaxy S9 (SM-G960U), Android 8.0.0, CPU: Snapdragon 845 SDM845, GPU: Adreno (TM) 630
VLNQA00153, Google Pixel XL (Pixel XL), Android 9, CPU: Snapdragon 821 MSM8996 Pro, GPU: Adreno (TM) 530
Note: Can't build on 2017.4, 2018.2, 2019.1, 2018.3.0a because of errors.
Fixed in: 2019.2.0b7, 2019.3.0a6.
Mar 21, 2023 19:52
Happening again in 2022.2.11f1. Used to take 9 minutes, now it never ends.
Jan 27, 2022 14:32
Still happening in unity 2020.3.22 to 26, waiting for 6+ hours already. Used to take 15mins.
Aug 31, 2021 08:33
Not Fixed in 2020.3.17，shader data not caching during the build process
Mar 05, 2021 12:35
Not Fixed in 2019.4.21
May 27, 2020 19:28
This is not fixed as I can reproduce this issue in 2019.3.13f1.
Feb 27, 2020 05:49
Android build waiting on shaders takes hours on 2019.3.2f1, 2019.3.0f3, 2019.2.7f2, 2018.3.12f1, 2018.3.0f2.
I have to revert back to pre-2018.3
Please fix. This is not fixed as of 2-27-2020
Nov 18, 2019 18:20
OSX 2019.2.4 still takes a lot to build variants every time. Looks like the cache isn't being properly made.
I'm running the project from within a portable SSD.
Jun 08, 2019 00:42
As mentioned above.
"Disabling "Optimize Mesh Data" in player settings speeds things up a little bit."
That was my issue. Thanks man, forgot I set that on.
Jun 04, 2019 22:07
not fixed in 2019.3.0a2 compiling some 15,000 variants for a very small project for oculus go
May 28, 2019 19:19
Unity 2018.4.1f1 that came out today does not mention this issue in release notes. Is the fix for this going to be merged into 2018.4 LTS?
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Resolution Note (fix version 2019.3):
"Optimize Mesh Data" in Player Settings causes build process to resolve unused vertex channels by checking all used shader variants. This used to happen in a very inefficient way, fetching the same shaders over and over again. The issue is fixed by implementing better shader data caching during the build process.