@gamefromscratch Makes sense. From the Unity side, build time is where IL2CPP-style approaches tend to hurt on bigger projects, so I'd be curious how Grit scales there.
Slow Unity IL2CPP builds are usually one of three things:
- first build only: cold cache, keep Library/Bee (on CI too)
- every build: Debug + "Optimize for code size and build time" in dev
- suddenly slow: something forces full rebuilds
Find out which first.
Today I learned: in Unity IAP 5, a PendingOrder means the player has already paid and is waiting for you to grant the item.
On Google Play, PENDING means the payment hasn't completed yet.
Same word, opposite meaning. Easy way to hold back things people paid for.
@froessell Love the look of the little planets. Curious how the AI-generated 3D models held up in the build, did you have to cut down poly counts or texture sizes, or did they come out light enough as-is?
A game can average 60 FPS and still feel choppy.
The average hides the one long frame players actually notice. Frame time percentiles like P90 and P99 tell you much more than the FPS counter does.
@mxa_dev Oof, that's brutal, especially when the older commits are broken too. Did you end up rebuilding the terrain from scratch, or find a way to recover it?
@adredev A year and a half of changing direction and it still turned into something this charming. Love the colors on the trees and the water. What was the biggest direction change along the way?
TIL: converting textures from PSD to PNG won't make a Unity build smaller. Unity re-codes imported assets into its own formats, so the source file type doesn't matter. Import settings like max size and compression are what change it.