Search Issue Tracker
By Design
Votes
0
Found in
5.6.0f1
Issue ID
894201
Regression
Yes
Shaders are included into build even when they do not appear in Scenes
Shaders that are in Assets folder in an empty project add up a lot of time when building. This was not happening in Unity 5.3 as Shaders were ignored just like other not used file types.
Steps to reproduce:
1. Open attached project.
2. Notice: A scene is completely empty. There is a folder "Resources" that contains some Shaders.
3. Build the project.
Result: It takes around 7 minutes to complete the build on MacBook. On 5.3 it took only 2 minutes.
Reproduced with / Not reproduced with:
(minutes:seconds)
| Standalone | iOS
-------------------------------------------------
Unity 2017.1.0a5 | 6:43 | 17:00
Unity 5.6.0f3 | 6:40 | not tested
Unity 5.5.3f1 | 7:00 | not tested
Unity 5.4.5f1 | 6:50 | not tested
Unity 5.3.7p2 | 2:00 | 1:35
Note:
The issue was not reproduced with 5.3. The difference between 5.3 and 2017.1 is ~5 minutes. However, the real issue appears when building for iOS 5.3the difference is around 15 minutes.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- “Remove Unused Overrides” available on not loaded Scene and throws “ArgumentException: The scene is not loaded” warning
- Adaptive Probe Volume occlusion edge is calculated incorrectly when viewing probes near geometry edges
- Sampling a texture using an HLSL file throws shader errors and the code does not compile
- "Graphics.CopyTexture called with null source texture" error when Base Camera of an Overlay Camera is removed with DX11 Graphics API and Compatibility Mode enabled
- WebGL sends wrong value with large numbers when SendMessage function is used
Add comment