Search Issue Tracker
Fixed in 2019.3.X
Votes
0
Found in
2018.4
2019.1
2019.1.12f1
2019.2
2019.3
2020.1
Issue ID
1178620
Regression
No
[MacOS][IL2CPP] Building Android IL2CPP project takes hours longer than iOS builds
Reproduction steps:
1. Open "sh2-Unity-.zip" project
2. Build for iOS
3. Note the time it takes
4. Build for Android IL2CPP, ARMv7/ARM64
5. Note the time it takes
Expected Result: Android and iOS builds have similar times
Actual Result: Android build times are hours longer than iOS builds when building on a MacOS machine
Note: Only reproduces on MacOS
Times:
Windows
Mono - ARMv7 - ~2:00
IL2CPP - ARMv7 - ~13:00
IL2CPP - ARM64 - ~13:00
IL2CPP - iOS - ~6:00
MacOS
IL2CPP - ARMv7 - ~40:00+
IL2CPP - ARM64 - ~40:00+
IL2CPP - iOS - ~12:00
Reproduced with: 2019.2.10f1, 2019.2.4f1, 2019.1.14f1, 2018.4.11f1, 2018.4.8f1
Could not reproduce on: 2020.1.0a3, 2019.3.0b7, 2019.3.0b2, 2017.4.32f1 (Too many errors, PackMan incompatibilities)
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
- Texture memory does not get released when using Direct3D12 Graphics API
- Element background colors change places in Game window after reopening UI Builder
- Unity Theme can't be changed when any compilation errors are thrown
- Editor layout does not save custom Editor windows when they are declared using file-scoped namespaces
- Crash on VFXManager::CollectShadowCullResults when opening a specific scene
Resolution Note (fix version 2019.3):
This is a problem with the performance on the Android NDK C++ compiler on macOS. NDK R19 fixes this issue