Search Issue Tracker
Fixed in 2019.3.X
Fixed in 2018.4.X, 2019.1.X, 2019.2.X
Votes
44
Found in
2018.3.0b5
Issue ID
1090892
Regression
No
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
iOS
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.
-
Miguel_TagaiArts
Mar 21, 2023 19:52
Happening again in 2022.2.11f1. Used to take 9 minutes, now it never ends.
-
pool3
Jan 27, 2022 14:32
Still happening in unity 2020.3.22 to 26, waiting for 6+ hours already. Used to take 15mins.
-
skeyayo
Aug 31, 2021 08:33
Not Fixed in 2020.3.17,shader data not caching during the build process
-
sj631
Mar 05, 2021 12:35
Not Fixed in 2019.4.21
-
mancuso
May 27, 2020 19:28
This is not fixed as I can reproduce this issue in 2019.3.13f1.
-
mcripe
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
-
eduardo-pons
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. -
CrowaL
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.
-
unityuserunity85496
Jun 04, 2019 22:07
not fixed in 2019.3.0a2 compiling some 15,000 variants for a very small project for oculus go
-
Gooren
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?
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- A vertical graphical artifact appears on Android Player when clearing Z & Stencil Buffer and running with OpenGLES3 Graphics API
- Player crashes when built with IL2CPP Scripting backend
- TextMeshPro package throws multiple Shader errors when importing TMP Essential Resources
- Package Manager search text field has no validation and leads to Editor freezes
- PlayerLoop.SetPlayerLoop() function is ignored when playing game in Player
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.