Currently the loading crate contains loading code for all asset types -- objects, maps, and UI. Making a small change in any of these asset types causes recompilation of the loading crate, which takes a long time.
Splitting the loading crate up into multiple smaller crates will allow the smaller crates' compiled artifacts to be reused, and improve compilation times.
Currently the
loading
crate contains loading code for all asset types -- objects, maps, and UI. Making a small change in any of these asset types causes recompilation of theloading
crate, which takes a long time.Splitting the
loading
crate up into multiple smaller crates will allow the smaller crates' compiled artifacts to be reused, and improve compilation times.