![]() Now I've got tricked in thinking a normal disk may be fine because is a slow build if you disk is not fragmented and the project starts with a small number of files. Instead of waiting up to 8 minutes to load the project now it takes 1 or 2 minutes which make sense because the SSD is faster in reading small files. I've moved the project to a SSD (yeah I know why not thinking before about it) and the loading times and interruptions appear to take less time. On a normal HDD this will take minutes as accessing and reading small files is very slow. When unity starts (or for some other reason during editing) it needs to read all or part of those files. So 50k divided by an average of 3 pieces, we have 150k of small pieces all over the disk. I still need to add a lot of files and asset to the game so I predict getting to higher number or artifacts soon. In my case they were all over the disk exactly like sand between other files.įor example on the project I'm working which have only the HDRP setup and DOOZYUI4 I have around 50k of artifacts files. You can check this by using a defragmentation software that shows location of the fragmented files on disk in a graphical way. Those files end up like grain of sands all over the disk and they will also will be fragmented. So, when you start adding files to project the number of paired "artifacts" files grow, they may be hundred of thousandth of those files for a normal 3D project. And also break those artifacts files in multiple pieces. Unity will write to the Library folder huge numbers of small size "artifacts" filesĪt least one reason of these continuous slow downs may be a combination of a normal HDD having some level of fragmentation which increase the chance of spreading the "artifacts" files all over the disk. Ok, I have new theory which may have some truth. What are these arifacts files anyway? Do we need them? It may make sense to have a small reference file for a huge asset, like a model that is 100Mb or something but why not having some internal database solution that is build to deal with small filesĭid you did any test to see if this "artifact" concept works when you have 50k or 100k files in the project? Maybe if you have a lot of files then you have a problem. I guarantee that for small files it takes longer to read you artifact file that opening the original asset file. Like grain of sands all over the place.Ĭurrently for a project that have HDRP starting template, Doozy 4, uMotion and ProBuilder I have 52.175 artifacts files for a total of 2.02 GB of disk size.Ĭhecking the disk fragmentation those files are literally like grain of sands spreaded all over the disk. Those damn "artifacts" files are all over the disk fragmented in small pieces. Maybe unity have this issue when there are many files?Īlso each file/asset in the project have a companion "artifact" file created by unity. I've not even started to add MY game files, textures, objects. Not sure if an update delay of the loading bar interface or an indication of something wrong. Files are small, but I can see them sometimes for seconds listed under the loading bar. ![]() It also took a long time for each file to go be verified. ![]() I was seeing all the files listed under the loading bar, and the editor just listed them one by one. My understanding is that it should had imported the new assets files NOT the existing one. I've then added to the project ProBuilder and uMotion using the package manager/asset store and it took 30 minutes to import them because it reimported or rechecked ALL the assets already present in the project, Doozy and the HDRP example assets (the room with the chair and plants from unity). It takes up to 10 minutes to load the project. Click to expand.The behavior for me is the same in this exact situation (I have unity 2021.1.24f abd same asste doozy 4) is that unity will reimport/reanalyze all assets files when loading the project.
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