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slembcke

Had to reinstall Unity to fix a build issue on a contract project and it decided that everything needing reimporting... again. I'm now an hour into a multi-hour build while Unity consistently sips much less than half of my available CPU cycles. They really really really need to import assets in parallel. Multi-core CPUs have been a thing for _so_ long at this point. :( Since the editor runs the build, you can't even do *anything* else while it runs.

Over 2 hours of thumb twiddling later the build finished, but the Quest2 I was supposed to test on decided to auto-update, and now I can't do _anything_ on it without reactivating the headset with Meta. Problem is it's not my headset, and I don't have any of that information so I get to twiddle my thumbs even more. -_- This version of the future really sucks.

Oh jeez. This is way worse. The hardware is somehow tied to work.meta.com, and we can't even factory reset it. We trialed... something related to that (Or Quest for Business?) a while ago. The hardware seems to be permanently associated with a business account, and nobody has any idea what the account it's talking about is. Well crap...

@slembcke could be because the fbx sdk is single-threaded

@erin_catto It's *everything* though. We have a ton of audio and that's straight up single threaded. We have a ton of videos, and that's kinda multi-threaded, but averages ~30% CPU utilization for an hour. Texture compression is kinda multi-threaded, but only saturates the CPU for large enough textures like light maps (average utilization is usually < 25% when it hits that phase). It really really just needs to run jobs in parallel. :(