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
- Crash on PrepareDrawShadowsCommandStep1 when entering the Play Mode in a specific project
- Physics Layer Collision Matrix's Layer names, checkboxes and hover highlights become misaligned when the Editor's UI Scaling gets changed
- Light/shadow information on an edge of a Terrain tile creates a seam with an adjacent Terrain tile when baking a LightMap
- "Missing types referenced from component UniversalRenderPipelineGlobalSettings on game object UniversalRenderPipelineGlobalSettings..." warning is thrown after switching the Platform to tvOS
- “Metal: Error creating pipeline state (Universal Render Pipeline/2D/Sprite-Lit-Default): Vertex attribute BLENDINDICES0(5) of type uint4 cannot be read using MTLAttributeFormatFloat2 (null)“ when setting GPU Skinning to GPU after opening the project
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