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Fixed in 2019.3.X

Fixed in 2018.4.X, 2019.1.X, 2019.2.X



Found in


Issue ID




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:
Reproduced on:
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
Windows Standalone

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.

  1. Response avatar

    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.

Comments (15)

  1. 48c435ba158a9814e727211ff171d615?d=mm


    Aug 31, 2021 08:33

    Not Fixed in 2020.3.17´╝îshader data not caching during the build process

  2. E24217e707196c675fb25de6faf1e898?d=mm


    Mar 05, 2021 12:35

    Not Fixed in 2019.4.21

  3. 4eb656ab2cc7bf3e77c83c216f03ef05?d=mm


    May 27, 2020 19:28

    This is not fixed as I can reproduce this issue in 2019.3.13f1.

  4. A13c5d439d674fea012bcb5a308b53cf?d=mm


    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

  5. Bf5b0629872c6ec9b24d2bfce9940f8b?d=mm


    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.

  6. 9f85fb6e14e7a0b811d4f5887a06c854?d=mm


    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.

  7. A06a1eac36fe80f522cd6f6693c396af?d=mm


    Jun 04, 2019 22:07

    not fixed in 2019.3.0a2 compiling some 15,000 variants for a very small project for oculus go

  8. 54b00e8b3fb9e130c4a819b674b1207f?d=mm


    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?

  9. 17e15d0a78fd293c6bad5b9a2af8e9c6?d=mm


    May 06, 2019 19:55

    What "future release" is this fixed in?

  10. 414086b1616c99b6102d3501ab2b8e67?d=mm


    Apr 02, 2019 09:53

    2018.3.11f1 even without LW/HD-RP, builds take sometimes over one hour...
    Disabling "Optimize Mesh Data" in player settings speeds things up a little bit.

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