What processes take place during the build in Unity?
I've been searching around to see if I can find exactly what occurs when one hits build inside Unity. I have looked through the documentation and while it is helpful in some regards a lot of what I am looking for remains unanswered.
So what processes occur when you go to build your project? What are the various baking bars actually baking and what are they not?
How does the build process differ, internally, between a developer build and final. Not just speaking about the inclusion of the profiler and debugger tools.
Is there any difference other than platform specifics that are done for a WebGL build rather than a standalone?
I apologize if these are vague, as they seem like they are too me. If unity has the build log readily available which I'm assuming it does I just can't locate it for some reason.
So what processes occur when you go to build your project? What are the various baking bars actually baking and what are they not?
How does the build process differ, internally, between a developer build and final. Not just speaking about the inclusion of the profiler and debugger tools.
Is there any difference other than platform specifics that are done for a WebGL build rather than a standalone?
I apologize if these are vague, as they seem like they are too me. If unity has the build log readily available which I'm assuming it does I just can't locate it for some reason.
Replies
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While I continue to search let me ask a more targeted question about what I'm looking for. Unity's documentation states that the camera frustum culling takes place automatically. However I am wondering if this takes place automatically in the built version regardless of whether or not map data is baked in editor.
Does Unity bake map data of all included scenes during the bake phase of building? -
Have you checked the Editor Log?
https://docs.unity3d.com/Manual/LogFiles.html
https://docs.unity3d.com/Manual/ReducingFilesize.html -
Hey Eric,
I've taken a look at the log files and I'll be running some tests to see how much information I can gleam through various builds settings and the like. In the meantime any knowledge on the frustum culling/occlusion culling and whether in can take place in a dev build without prior building the map occlusion data in editor?
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Not sure. Never looked into that. Good luck with your searches!
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Alright so it seems that Unity will allow frustum culling to take place in a build but does not allow for occlusion culling in the build if you do not first bake map data in editor. So the build process does not bake map data on any included scenes in the build phase. Still going through and will hopefully have some more stuff to report out in case anyone else is looking for this sort of info in the future.