Speed Up Compile Times in Unity with Assembly Definitions

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Learn how to get back into the Editor faster after making changes to your code by using Assembly Definition Files in your project!
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Пікірлер: 131

  • @GameDevGuide
    @GameDevGuide3 жыл бұрын

    The first 1000 people to use the link will get a free trial of Skillshare Premium Membership: skl.sh/gamedevguide05211

  • @GameDevGuide

    @GameDevGuide

    3 жыл бұрын

    Something I missed out in the video is that's worth noting is that if you've got Editor scripts within your Asset Store files, you will also need to manually sort them between runtime and editor code and split that assembly up into a ThirdParty.Editor assembly to avoid build errors!

  • @smally5739
    @smally57393 жыл бұрын

    Your use of multi scenes is pretty interesting, would be great to see a tutorial on that.

  • @mrx10001
    @mrx100013 жыл бұрын

    You should probably mention in the video, that using assembly definitions, will require you to update the definition, if you suddenly add a dependency in the code. Ie. When you add a "using namespace" to the top of the file. That massively caught me off guard when I first used them, since I thought it would simply update them automatically. Or give some kind of warning. But not, it simply gives you a compile error saying that the reference doesn't exist.

  • @mfatihbarut

    @mfatihbarut

    3 жыл бұрын

    yes definetely and it would be nice to add somepart how to do it.

  • @withoutPurpose

    @withoutPurpose

    Жыл бұрын

    so about that....?

  • @Mashyny
    @Mashyny3 жыл бұрын

    Nice. I never bothered to look into Assembly Definitions because I thought they were hard to setup. Thanks for the great explanation.

  • @capsey_

    @capsey_

    3 жыл бұрын

    I was shocked when I learned how easy Assembly Definition creating and organizing in Unity actually is

  • @Dominik-K

    @Dominik-K

    3 жыл бұрын

    Same for me, this video probably saved me weeks of me life in compile times

  • @queenofpain6483
    @queenofpain64833 жыл бұрын

    WORKING LIKE A CHARM!!!!! I just created an assembly definition for my Script folder and added URP as dependencies. Load time reduced from about 20 seconds to 1 second.

  • @benjamingerd4703
    @benjamingerd47032 жыл бұрын

    Thank you kindly! This has helped me reduce my game's compile time from "This takes so long, I don't enjoy working on this game anymore" back to "This is so much fun again, just like back in the old days when my project used to be small".

  • @epiphanyatnight8732
    @epiphanyatnight87323 жыл бұрын

    This channel is one of the very few for which I enables push notifications. Truly great work Matt, thank you very much for the content you create!

  • @Denzill7
    @Denzill711 ай бұрын

    Happy I found this video, it's surprisingly hard to find a video that breaks this down in an organizational way, I really appreciate it!

  • @nand3kudasai
    @nand3kudasai2 жыл бұрын

    I really liked how you've made this video. Super clear and easy to understand. So quite calm.

  • @user-ti4fb5sd8w
    @user-ti4fb5sd8w3 жыл бұрын

    This might be the only tutorial for lowering compile time. I have been searching for something like this for a long time. thank you very much!

  • @mica8076
    @mica80768 ай бұрын

    I've watched a few of your videos, but this one got you a new Subscriber. Thanks so much and keep up the great work!

  • @TheOriginalFish
    @TheOriginalFish3 жыл бұрын

    Thanks matt, Great explanation of something I've been so lazy to learn for the past 5 years, Keep up the awesome content, cheers!

  • @saadbintarique1894
    @saadbintarique18943 жыл бұрын

    Thanks for putting this up. I've been trying to set up assemblies in a project properly. It's really difficult when you are working in a team and not everyone understands how assembly works and what architecture to follow. Hoping that this video gets us up to speed a little.

  • @NelsonBilling
    @NelsonBilling4 ай бұрын

    Great advice, and thanks for explaining and showing how to do it so succinctly!

  • @marty34534
    @marty345342 жыл бұрын

    I think I spent the good half of the afternoon trying to understand ASMDEF via Unity's documentation and I wasn't much wiser after. Your video really helped me to understand! Thank-you very much!

  • @blackwarrior823
    @blackwarrior8233 жыл бұрын

    I like your tutorials, they are very much neet and clean, quite easy to understand and very useful :)

  • @kay-dp8qw
    @kay-dp8qw Жыл бұрын

    Thank you so much, I've learned a lot in this video! Definitely will try it out in my next project. Big thanks!

  • @lgtwzrd
    @lgtwzrd3 жыл бұрын

    Thanks man. That saved me tons of time and less distractions for sure!

  • @ChiliDev
    @ChiliDev2 жыл бұрын

    Awesome! I shall keep this in mind when I start another project. Thanks dude

  • @Bloodthirst
    @Bloodthirst2 жыл бұрын

    Another good thing about splitting code into assembly definitions is actually being able to hide system specific stuff with the "internal" keyword , and cleanly separate between the internal classes/methods and the exposed part that other systems/assemblies can use (pretty much an API) , that also ensures that you can take any assembly with it dependencies and drag and drop it into any project with no worries since all of the it's dependencies are there.

  • @richardrothkugel8131
    @richardrothkugel8131 Жыл бұрын

    I'm working in the Observer Pattern, so none of my classes have dependencies or references. I had been thinking about adding assemblies for a long time, but a close package developer I worked with advised that it wouldn't work with his package (backward compatibility issue). In this case that code just got moved to it's own non-assembly area. I highly recommend learning the observer pattern and using assemblies. Saves a lot of time on developing and testing new features.

  • @Guitoon
    @Guitoon2 жыл бұрын

    This is the kind of vidéo that I would like to like twice or even more. Thanks a lot for this tip !

  • @nix3l_
    @nix3l_3 жыл бұрын

    Ive stopped using unity but ill keep watching your great videos :)

  • @KonaiNobi
    @KonaiNobi Жыл бұрын

    Super great information 😁 thanks for this!

  • @bradleysmith9924
    @bradleysmith9924 Жыл бұрын

    Thank you very much for this one Matt! :)

  • @aoikishu
    @aoikishu2 жыл бұрын

    Wonderful tutorial, thank you!

  • @davitsedrakyan
    @davitsedrakyan2 жыл бұрын

    Great Tutorial to Assembly Definitions!

  • @TroyMakesGames
    @TroyMakesGames3 жыл бұрын

    Amazing video! Thanks GDG

  • @Entereri
    @Entereri3 жыл бұрын

    Great tutorial. I wasn't even aware of this feature in Unity

  • @DanPos
    @DanPos3 жыл бұрын

    Excellent video as always :)

  • @DavidBarile
    @DavidBarile9 ай бұрын

    "Excellent segue... nailed it!" 🤣That was hilarious! The actual content is very useful too. Thanks! Nailed it!

  • @NickPavlov00
    @NickPavlov002 жыл бұрын

    Very useful tip thank you!

  • @PENSIONEROVify
    @PENSIONEROVify3 жыл бұрын

    Thank you for this video!

  • @untilisee
    @untilisee Жыл бұрын

    Thanks a lot! Your video saved me)

  • @KentHambrock
    @KentHambrock3 жыл бұрын

    This is genious. Thank you!

  • @pandaengine
    @pandaengine3 жыл бұрын

    Great video as always, and eerily on time yet again 😆 I tried to split my project into Assembly Definitions the other day, it was a jumbled mess. I have assets like Google Play Games that restrict their existence into a folder directly inside Assets. How do you suggest organizing these?

  • @DisturbedNeo
    @DisturbedNeo2 жыл бұрын

    In essence, an “Assembly Definition” is the equivalent of a “Project” in Visual Studio. I follow the ardalis model for clean architecture, so I put the bulk of my logic in the *Core* Assembly, some data access stuff will be in an *Infrastructure* Assembly, and UI Code is also worth putting in its own assembly. UI depends on Core (and maybe Infrastructure). Core depends on Infrastructure. Infrastructure has no dependencies.

  • @HordorDev-ms7sj
    @HordorDev-ms7sj5 ай бұрын

    The best Tutorial about WHY DO I NEED THIS PUZZELS ;D

  • @martinl.2033
    @martinl.2033 Жыл бұрын

    thank you so much!

  • @runrajrun
    @runrajrun Жыл бұрын

    Thanks a ton! :D

  • @mohammadsadeghlavaie5560
    @mohammadsadeghlavaie55603 жыл бұрын

    Thank you!

  • @DoorBuster21st
    @DoorBuster21st3 жыл бұрын

    Great video super helpful. How about unity load times is their anything for that?

  • @omerfarukbykl6097
    @omerfarukbykl60973 жыл бұрын

    Thanks this is helpful

  • @override9872
    @override9872 Жыл бұрын

    Hello, very informative video. Which VSCode add-on you use to view the assemblies? Thank you

  • @sps014
    @sps0143 жыл бұрын

    That's awesome, dotnet 6 has also managed to reduce compile time. Hopefully in six months we get to see initial .net support.

  • @BasonIndieDev
    @BasonIndieDev Жыл бұрын

    Thanks a lot. Now the project compiles not 20 seconds, but 2-5!!!!!

  • @DerperDoing
    @DerperDoing3 жыл бұрын

    Thanks for making a video on this topic. Didn't know about Assembly Definitions before this. I'll research more about it for sure. I have a query although not related to this topic but something I noticed in your project. You have a Scriptable Object folder and Assembly Definitions work well with less dependency, perhaps, are you using Scriptable Object Events Architecture? If yes, what's your experience with using that architecture for object pooling, spawning and unspawning them? For example, object pooling coins and Spawner spawning & unspawning them. A script on the coins raises a void event after 4 seconds of being spawned that it needs to be disabled now. Spawner subscribed to this void event puts it back in the pool. How does it figure out which of the active coins raised that event? Or may be can you create a video on your workflow of how do you use Scriptable Object Architecture for different operations in your projects to reduce coupling?

  • @phoder1
    @phoder13 жыл бұрын

    I used assemblies to make my own packages (which I really recommend doing), but I never thought of using it inside my main project or over downloaded assets, great tutorial! I watched a video by Infallible Code saying namespaces does the same effect, did you use namespaces in your project (not just a root one), before moving to assemblies?

  • @GameDevGuide

    @GameDevGuide

    3 жыл бұрын

    Yep, I use namespaces too!

  • @phoder1

    @phoder1

    3 жыл бұрын

    @@GameDevGuide and you say there's a farther improvement by moving to assemblies? Do you have a source/test for that, or is it significant enough you can feel it instantly?

  • @SoaringSimulator
    @SoaringSimulator2 жыл бұрын

    Awesome! and about loading resources at runtime as Asset Bundle external collection of assets to reduce Project size?

  • @MohammadFaizanKhanJ
    @MohammadFaizanKhanJ3 жыл бұрын

    Have seen different videos on the this. I thiny I should try it for my scripting oriented projects

  • @neintonine
    @neintonine2 жыл бұрын

    this shit is crazy :D I have it setup on my Package-Test project and dang... Its awesome. I save the file, looked into unity and the box doesn't show up. But everything was compiled :D That is cool. Thank you soo much.

  • @mr3shba
    @mr3shba3 ай бұрын

    I love unity and other commercial game engines for this reason, when i make games in my own game engine making stuff in different assembly definitions (aka Namespaces) it takes ages in unity its just a few buttons and vwallah magic just happens.

  • @whosnooby
    @whosnooby3 жыл бұрын

    I don't have this problem but I'm always down to learn :)

  • @PreslavKolev
    @PreslavKolev3 жыл бұрын

    OMG. I cant belive you iploaded a video

  • @lonelycrescendo
    @lonelycrescendo2 жыл бұрын

    I've cried, almost given up, and quit for a full week on my game just because of this. I just couldn't take it anymore. I wanted to die. It was excruciating.

  • @asli9152
    @asli915211 ай бұрын

    Its crazy boost!

  • @HackHeyner
    @HackHeyner Жыл бұрын

    M-A-G-I-C-AL!!!

  • @RayHorn5128088056
    @RayHorn5128088056 Жыл бұрын

    Run Unity from SSD. Get a Threadripper. This works for me.

  • @dailydoseofhalal6767
    @dailydoseofhalal67673 жыл бұрын

    I was literally just searching for this 3 hours ago lol

  • @F3L0

    @F3L0

    3 жыл бұрын

    SAME

  • @domasgarsvas5651
    @domasgarsvas56513 жыл бұрын

    Could you maybe do a tutorial on unity's GraphView? I tried my hand at it but it sorely lacks tutorials and forum posts about it, though it looks like a good way to create custom editor tools for content creation like scripted event chains, dialogs or quests.

  • @TheDaanDude
    @TheDaanDude3 жыл бұрын

    I probably did something wrong. On my end it took twice as long when I did this to my assetstore packages xD Thank god for version control

  • @TanukiDigital
    @TanukiDigital3 жыл бұрын

    I am definitely going to have to implement this soon. (like tomorrow!) Does this speed of shade compile as well? My script code recompile chugs enough so I can go check my email, but my shader code recompile chugs so much I could go and make lunch.

  • @ErrorUncertainty
    @ErrorUncertainty Жыл бұрын

    Can anyone recommend a video or a guide for how to start out structuring code well & using assembly definitions as a novice Unity user? I want to avoid getting to the point where it's taking minutes to recompile, but this video is a bit above my level.

  • @charuzu1397
    @charuzu13973 жыл бұрын

    Do unity events in a class in a different assembly still work?

  • @LoOnarForge
    @LoOnarForge2 жыл бұрын

    Thanks for the great video. Is it just me or things are getting slower and slower. I got an empty project made on the mobile template, URP with "Hello World" script and reloading scripts takes around 17 seconds, and starting an empty scene takes around 12 seconds. Is this mental or this is a new reality? I got a few packages, nothing from the Asset Store yet. Is there anything I can do to change it? I tried to move packages to an assembly but I can't do that . Thanks if someone can clarify it for me.

  • @alpercizmeci4039
    @alpercizmeci4039 Жыл бұрын

    OMG the first 25 seconds of this video was describing exact same situation I found myself in lol.

  • @cinnamonrollstudios3228
    @cinnamonrollstudios32282 жыл бұрын

    Would throwing third party assets into the plugins folder have the same effect (both wont recompile unless directly edited)

  • @_g_r_m_
    @_g_r_m_3 жыл бұрын

    I've never ever had this problem but watching anyways

  • @restushlogic5794
    @restushlogic57942 жыл бұрын

    Hey, does it works with Plugins asset like Odin Inspector move to external folder?

  • @trashcaster
    @trashcaster2 жыл бұрын

    I wish Unity had an automated way of doing this (even if it was in a project settings Assembly Definitions dropdown for "Manual" and "Automatic")

  • @TechDunk
    @TechDunk11 ай бұрын

    I want to use assembly definitions from the start in my latest project, to make sure the project stays reasonably snappy. I got it working up until I utilized my custom attributes. Here everything works in the inspector, since the attributes reference editor code I have to make another asm def for them only included in the editor. This works great in editor, but when I start building my project I get errors that the custom attribute namespaces cannot be found. When I enable the asm def for all platforms I get errors that the custom attributes reference editor code, not allowing me to build.

  • @mateusz.habdank.wojewodzki
    @mateusz.habdank.wojewodzki2 жыл бұрын

    Is the Unity Event System a good method to replace references?

  • @ytubeanon
    @ytubeanon2 жыл бұрын

    6:46 what setting do you use to reveal Assembly type files in the Project treeview? they don't appear in mine

  • @twibby6625
    @twibby66252 жыл бұрын

    Did you had to specifically create the "Project" folder ? Is it a special name (like Resources) or you could have kept your "Asset store packages" folder and create an Assembly Definition inside of this folder ?

  • @keenanrvndr
    @keenanrvndr3 жыл бұрын

    Hi Matt!

  • @justinwhite2725
    @justinwhite27253 жыл бұрын

    4:54 this is a good tip, but it's not that simple. If you do this then editor folders will be Includd in that assembly and it's a huge mess. I forgot how I worked around that in my last project.

  • @makadi86
    @makadi86 Жыл бұрын

    does ssd hard drives will make any difference?

  • @CHEEZEyCHEEZE
    @CHEEZEyCHEEZE2 жыл бұрын

    How does this Effect ECS DOTS?

  • @ROCKSMASHER
    @ROCKSMASHER24 күн бұрын

    Bro you just predicted me in start 😂😂

  • @TheOriginalDarkGlitch
    @TheOriginalDarkGlitch3 жыл бұрын

    So we should separate asset store code, but what about Editor code? That has to have its own AD as well? So just a folder named "Editor" with all the other scrips dumped into it? I'm having trouble building a project thanks to some asset store editor code that is causing issues.

  • @rwells242
    @rwells242 Жыл бұрын

    One issue i found moving asset from the asset srtore is that they loose their Editor Abilities asthey seem to hard code its location in script

  • @cat-boy1357
    @cat-boy13572 жыл бұрын

    General question, would this be worth doing preemptively, instead of reactively when it starts to slow down. Like at the start of the project. Grouping content such as; asset store, editor, runtime, platform, etc, beforehand.

  • @origamitraveler7425

    @origamitraveler7425

    2 жыл бұрын

    Don't see why not

  • @nocultist7050
    @nocultist70503 жыл бұрын

    Well... I was trying (and failing) to compile ArmorPaint but close enough. XD

  • @brianjensen2532
    @brianjensen25322 жыл бұрын

    Simply adding assembly definitions for External assets will not work very well. For instance I get 800 errors about UnityEditor missing reference when trying to do a build, but the error never appears unless I try to build. And that is just the external packages. Not sure what you did to allow your assembly definitions to access UnityEditor and UnityEngine but those assemblies are not available in the drop down in Unity 2020.3+. I've deemed Assembly Definitions to be a project breaking worthless feature that really needs a complete rework. I wont use them as they break projects.

  • @spikebor

    @spikebor

    Жыл бұрын

    because when in build, normally Unity will make anything in an Editor folder an automated assembly for it. But when you group all asset store assets under one folder and using one assembly, no automate Editor assembly for you. You will build failed with tons of errors, this is the misleading part of this video. You have to go to each asset's Editor folder, make an assembly there, and this Editor assembly will reference it's main assembly. Example : Fimpossible, Fimpossible.Editor, the .Editor will reference the non-Editor (runtime assembly). The Editor assembly will have to do another step: make target platform to none other than Editor. If you use a looot of asset store assets, then this introduces a big workload, also is a pain when you update said asset, and some asset will require you to delete and reimport again (because they move/remove scripts), then you have to remake the asmdef for them again. A lot of works will have to be done, unless you tell your team to not update assets frequently.

  • @vaporbabe3779
    @vaporbabe3779 Жыл бұрын

    Question: I have Unity 2021.3.9f1, and the compile times are insane, I literally have a new project without external assets, I just added 2 scripts and the compile time goes up to 1 min. In this case this video does not solve my problem, any help?

  • @DarthBiomech
    @DarthBiomech10 ай бұрын

    4:45 Well, sure, except when I try to add the missing reference it asks for - it just isn't there. What do I do in this case?

  • @samwayms4291
    @samwayms4291 Жыл бұрын

    After that i can't build my project, how use assembies and can build?

  • @wassilzine4473
    @wassilzine4473 Жыл бұрын

    How did you move them

  • @williamburdett9867
    @williamburdett98672 жыл бұрын

    Holy fuck man, the most basic of moving asset-store away from my own code increased compile time by at least 50 fold. From 30 seconds to less than a second. Maybe this is a lesson on me checking out too many things in the asset store...

  • @castlecodersltd
    @castlecodersltd Жыл бұрын

    Great tutorial. ☺ When I add an assembly I can no longer add a Monobehaviour derived script, that is now in the assembly, as a Component in GameObjects - any idea why that would be please? It all compiles fine and runs without issues, it just won't let me add them from the assembly

  • @castlecodersltd

    @castlecodersltd

    Жыл бұрын

    Turns out that some of the files needed editing to force a recompile. Once I did that it worked. 🤦‍♀

  • @mohokhachai
    @mohokhachai Жыл бұрын

    👍 👌

  • @Tymon0000
    @Tymon00002 жыл бұрын

    You don't need to move every piece of your editor code to a folder with an editor assembly definition. You can use Assemble Definition References.

  • @pythonxz

    @pythonxz

    Жыл бұрын

    Doesn't editor code automatically get put into it's own assembly?

  • @Tymon0000

    @Tymon0000

    Жыл бұрын

    @@pythonxz Yes, I think it does. You can however override this behavior with assembly definitions and their references.

  • @behnamrasooli8801
    @behnamrasooli88013 жыл бұрын

    Don't forget to also untick the #Auto_Referenced in the assembly definition asset.

  • @castlecodersltd

    @castlecodersltd

    Жыл бұрын

    Why?

  • @behnamrasooli8801

    @behnamrasooli8801

    Жыл бұрын

    @@castlecodersltd More references means more compile time. Unless you have some code in the default assemblies that references code in your custom assembly, you shouldn't tick that option.

  • @stefan429
    @stefan429 Жыл бұрын

    how does this compare to just putting all classes in namespaces?

  • @kay-dp8qw

    @kay-dp8qw

    Жыл бұрын

    would be interested in that as well

  • @soolydooly1234
    @soolydooly12348 ай бұрын

    Wow! this is good! But, I nearly put my player scripts in an assembly which is referenced by almost every script in the game...

  • @barbarusonline
    @barbarusonline19 күн бұрын

    Why exactly didn't you include TextMeshPro in the External directory/asmdef?

  • @maksimz9630
    @maksimz96302 жыл бұрын

    👍

  • @georgebush3327
    @georgebush3327 Жыл бұрын

    Oh this is the video i need Unity: Hold On. Waiting for 30:03 Ok I think I have time

  • @alexcubed4270
    @alexcubed42703 жыл бұрын

    How do you get the view in VSCode to see the different assemblies?

  • @Tymon0000

    @Tymon0000

    2 жыл бұрын

    Solution Explorer extension

  • @alexcubed4270

    @alexcubed4270

    2 жыл бұрын

    @@Tymon0000 Thank you!

  • @nobytes2
    @nobytes29 ай бұрын

    Bro I'm just switching to godot, unity has become a huge pain, all this bs with assemblies is extra work that wasn't needed before wtf