问题
My game has 1000+ frames and format of sprites is Crunch because of too many sprites in this project.
when I want to switch it from windows to android it takes me almost 1 day to switch (actually I don't permit it to switch completely) but switching to windows is not that much, maybe just 15 minuets.
Just I want to know is it sensible or not ? and if it doesn't, is there any solution ?
回答1:
I have my projects in a version control system (like SVN or Git) and have a checkout per build platform.
In your case you would check them out into two folders:
- YourGame_Windows
- YourGame_Android
Your synchronize both folders by commiting and updating with your version control system.
回答2:
There are few solutions. Here I will point only 4 of them
(IMHO the best option) Fast Platform Switch plugin
Writing your own importing assets scripts (http://docs.unity3d.com/ScriptReference/AssetPostprocessor.html).
You can boost speed of importing with switching off compresion of textures/images (Compress Assets on Import in Preferences):
- You can boost speed by making sprite packer be enabled only when you make build, or disbale it:
来源:https://stackoverflow.com/questions/35086281/too-slow-switching-for-android-in-unity3d