[unity] Fixed UnloadUnusedAssetsImmediate causing very long build times by removing the statements. Fixed a custom version define. See #2960.

This commit is contained in:
Harald Csaszar 2026-03-11 22:21:46 +01:00
parent 4b72bb4a54
commit 2fe33f5760
2 changed files with 3 additions and 5 deletions

View File

@ -39,6 +39,7 @@
#define HAS_ON_POSTPROCESS_PREFAB
#endif
// Note: major_minor_OR_NEWER is automatically defined, but not major_minor_patch_OR_NEWER
#if (UNITY_2020_3 && !(UNITY_2020_3_1 || UNITY_2020_3_2 || UNITY_2020_3_3 || UNITY_2020_3_4 || UNITY_2020_3_5 || UNITY_2020_3_6 || UNITY_2020_3_7 || UNITY_2020_3_8 || UNITY_2020_3_9 || UNITY_2020_3_10 || UNITY_2020_3_11 || UNITY_2020_3_12 || UNITY_2020_3_13 || UNITY_2020_3_14 || UNITY_2020_3_15))
#define UNITY_2020_3_16_OR_NEWER
#endif
@ -46,7 +47,7 @@
#define UNITY_2021_1_17_OR_NEWER
#endif
#if UNITY_2020_3_16_OR_NEWER || UNITY_2021_1_17_OR_NEWER
#if UNITY_2020_3_16_OR_NEWER || UNITY_2021_1_17_OR_NEWER || UNITY_2021_2_OR_NEWER
#define HAS_SAVE_ASSET_IF_DIRTY
#endif
@ -115,7 +116,6 @@ namespace Spine.Unity.Editor {
prefabsToRestore.Add(assetPath);
}
}
EditorUtility.UnloadUnusedAssetsImmediate();
AssetDatabase.StopAssetEditing();
#if !HAS_SAVE_ASSET_IF_DIRTY
if (prefabAssets.Length > 0)
@ -172,7 +172,6 @@ namespace Spine.Unity.Editor {
#endif
}
}
EditorUtility.UnloadUnusedAssetsImmediate();
AssetDatabase.StopAssetEditing();
#if !HAS_SAVE_ASSET_IF_DIRTY
if (textureLoadersToRestore.Count > 0)
@ -226,7 +225,6 @@ namespace Spine.Unity.Editor {
AssetDatabase.SaveAssetIfDirty(atlasAsset);
#endif
}
EditorUtility.UnloadUnusedAssetsImmediate();
AssetDatabase.StopAssetEditing();
#if !HAS_SAVE_ASSET_IF_DIRTY
if (spriteAtlasAssets.Length > 0)

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@ -2,7 +2,7 @@
"name": "com.esotericsoftware.spine.spine-unity",
"displayName": "spine-unity Runtime",
"description": "This plugin provides the spine-unity runtime core.",
"version": "4.2.114",
"version": "4.2.115",
"unity": "2018.3",
"author": {
"name": "Esoteric Software",