[Question] Still spending massive time converting
sphess opened this issue · 2 comments
Hello all,
I'm having trouble with Unity (2018.30f2) still converting tons of texture assets even when freshly seeding the server:
- Open a project in Unity (on Windows), let it convert for Android. (Total time ~30 mins.)
- Use the provided script to export to a Json file.
- Import the Json into the cache server (latest version) running on another Windows machine on the LAN.
- Set up Unity to point to this cache server on the LAN.
- Close Unity and delete the Library directory.
- Open the project again (choosing Android)... the progress shows that it is indeed updating from the cache server, but then it spends 25+ mins locally converting textures anyway. This is on the same machine that seeded the server in the first place.
I feel like I'm missing something obvious? The cache server showed that it served something like 980 mb, so it seems like a lot of data is flowing, why is so much time still spent converting?
Thanks for your time!
Disclaimer: I am by no means an expert, but I hope I can provide some slight troubleshooting information.
Are you sure that you seeded the cache server correctly? The unity-cache-server-import command needs to be run from the same machine that generated the export. Did you make sure to do that?
Do you have any other clients connected to your Cache Server instance?
Do you have high reliability mode enabled?
Are you configuring all of your settings through a configuration file? If yes, can you post the config here?
Do you know what happens when you take a fresh cache server instance, do a full initial import of your project to seed it (don't use the JSON export, just open the project for the first time while your client is connected to Cache Server), delete your Library, then try to open the project again?
Hello - thanks for the reply!
Are you sure that you seeded the cache server correctly? The unity-cache-server-import
command needs to be run from the same machine that generated the export. Did you make
sure to do that?
I did do it from the same machine that exported it. I could believe that I messed up somewhere, but it was a simple process -> choose to export the Json file, then open a command prompt and run the unity-cache-server-import command passing that Json file and the address & port of the server on the LAN.
Do you have any other clients connected to your Cache Server instance?
Nope.
Do you have high reliability mode enabled?
No - should I?
Are you configuring all of your settings through a configuration file? If yes, can you
post the config here?
Absolutely, it's mostly the default one just with the cache directory changed:
Cache:
defaultModule: cache_fs
options:
processor:
putWhitelist: []
cache_ram:
cachePath: .cache_ram
pageSize: 100000000
maxPageCount: 10
minFreeBlockSize: 1024
persistence: true
persistenceOptions:
autosave: true
autosaveInterval: 10000
throttledSaves: false
highReliability: false
highReliabilityOptions:
reliabilityThreshold: 2
saveUnreliableVersionArtifacts: true
multiClient: false
cache_fs:
cachePath: D:\Projects\UnityCacheServer\cache
cleanupOptions:
expireTimeSpan: P30D
maxCacheSize: 0
persistence: true
persistenceOptions:
autosave: true
autosaveInterval: 10000
throttledSaves: false
highReliability: false
highReliabilityOptions:
reliabilityThreshold: 2
saveUnreliableVersionArtifacts: true
multiClient: false
Mirror:
addresses: []
options:
queueProcessDelay: 2000
connectionIdleTimeout: 10000
Server:
port: 8126
options:
allowIpv6: false
Global:
logLevel: 3
Do you know what happens when you take a fresh cache server instance, do a full
initial import of your project to seed it (don't use the JSON export, just open
the project for the first time while your client is connected to Cache Server),
delete your Library, then try to open the project again?
No, but that's a great idea. If you don't see anything obviously wrong in my config file above, I'll try that next.
Again - I really appreciate the time, I would love to be able to leverage the cache server.
cheers!