I agree, it's a bit sad to see.
I agree, it's a bit sad to see.
On one end it makes me wonder if Unity has it's priorities straight. On the other, I think there is definitely a lot of room for improvement with their own ad solution. Not too mention in order to fund any further improvements in the engine Unity needs to make money. Given that they produce no games of their own, it makes sense that they are expanding and improving their suite of services in order to bring in more revenue.
At least that's my hope. Unity has been in a rocky place for a while now (straddling the line between what it is and what it wants to be) and I think news like this combined with the layoffs can lead many to wonder if Unity is still committed to making a world class game engine that can grow with them for years to come.
Yeah, they tried to compete with Unreal for some reason, and of course they lost. And when doing so they made the engine worse for small creators. For example it got a lot slower after they changed the asset database in the 2019.3 version, it feels horrible to use after that and just creating a new project now takes minutes.
(I’ll believe they’re serious about gaming when they release their own port of Vulkan.)
It might be that this improved some things for larger teams, but for the projects I've worked on it was a huge downgrade. Unity marketing said this change would speed things up for large projects, but for small projects with small assets and mostly code things got much much slower than before, which was my point that when they try to compete with unreal they are making the editor worse for smaller creators.
I'm not the only one experiencing problems, here is a thread:
https://forum.unity.com/threads/assetdatabase-v2-refresh-sig...
Wasn't fixed last time I checked. Might be fixed in some beta release.
If you're talking about code compiles or script reloads, that's not really what the asset database deals with. (Although you can script imports so its not entirely unrelated).
That said, they did a lot of work to allow you to handle larger projects with (albeit manual) incremental compilations with asmdefs and the like.
I'm also pretty sure they also didn't add more code reload points, they just added load bars for when they did the code reloads. If you don't want the code to refresh automatically, you can just turn it off.
Editor profiler says the asset database v2's AssetDatabase.Refresh calls a function named roughly ~"reload all assemblies". That happens every time you add an empty line to a default code file and at many other times. This didn't happen before, and that is where it spends most of its time.
> That said, they did a lot of work to allow you to handle larger projects with (albeit manual) incremental compilations with asmdefs and the like.
I haven't been able to work around this with asmdefs, if you use an assembly then changing any file in it trigger the above mentioned code reload.
> I'm also pretty sure they also didn't add more code reload points, they just added load bars for when they did the code reloads.
Editor is unresponsive for longer. I know they added more bars, but it is hard to mistake an edit/play cycle taking a second in 2019.1 and then taking 10 seconds in 2020.3 in the same project.
> If you don't want the code to refresh automatically, you can just turn it off.
I want things to reload automatically, disabling that is not a fix.