Compile Code Faster With Assembly Definitions || Unity Tutorial

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As your Unity project grows, you will notice that it takes much more time to compile the scripts when you make some changes. This happens because even when one script in the assembly changes, all of the other scripts from that assembly need to be recompiled as well. In this Unity tutorial, I will teach you how to separate your scripts into multiple assemblies. This will greatly reduce the total compilation time, so you can develop games faster.

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Timestamps:
00:00 How Do Assemblies Work?
00:48 Creating Assembly Definition
01:29 Is Compilation With Assemblies Faster?
02:59 Common Build Errors
04:21 Adding Assembly References
06:01 Plugins Assembly
06:43 Assembly Reference
07:30 Where To Find All Assemblies?
08:26 Conclusion, Pros & Cons
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A clean and thorough explanation, thanks!

Surenil
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I searched and your video came to me less than 5 minutes ago hahaha. Very good video!

mmezando
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Wow, you're more knowledgeable about Unity scripting than me. I wish you are with me when I script my games to tell me what to do. :)

flamart
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I have to wait an incredible 2.30 minutes because the import assets are called up every time the code is saved. This always happens in my big scene. If I change the scene, I have to wait 22 seconds. I still have to try out the assemblies. Do you know why Import Assets is started?
Thanks for all your videos! You are still so young, you will surely achieve a lot!

Eculeus
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hi I'm having a problem every thing is ok untill i want to build the game and the build fails without any errors but when i delete every assembly it will build the game

naboodi
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wow bro you have so much knowledge at such a young age can u tell me whats ur way to learn new things

mubariz_arif
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Ehem. Plugins folders all work like Editor ones and put scripts under Assembly-CSharp-firstpass assembly. So you should not make any asmdef right under Plugins. We have special folder names such as Editor, Plugins, Resources and a few others, so keep in mind.

Temasdin
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Are these Assemblies (DLLs) converted to C++ and compiled as bytecode if we choose Scripting Backend as IL2CPP. Because, you know it is easy to extract the original C# code from a built Unity game. I don't need them just for a quick compile if it will cause me some security issues.

kadiryumlu
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My 90GB project is fucking useless with Assembly Definitions, every time I make a change, I have to wait 30 seconds

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you look like tommyinnit but if he was from central EU
amazing tutorial tho

CaptMirage
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