Handling "Disabled parsing of Unity assets: Due to the size of the project"

Hi,

I have a large Unity Project. Everytime I open the Rider I get

"Disabled parsing of Unity assets: Due to the size of the project, parsing of Unity scenes, assets and prefabs has been disabled. Usages of C# code in these files will not be detected. Re-enabling can impact initial file processing."

Asset Usage finding is a pretty huge feature for me so I want it even at the cost of performance.

How do I enable this ALL the time instead of having to click it each time?

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4 comments

Hello Alex,

Could you please clarify if you have enabled Parse text based asset ... option in File | Settings | Languages & Frameworks | Unity Engine? And when you see the notification have you chosen Turn on anyway? 

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Hi Alex,

This notification can be frustrating when working with large Unity projects in Rider. While there's no way to permanently disable the size check, here are a few options to consider:

1. Selective Asset Parsing:

  • In Rider, go to Settings > Build, Execution, Deployment > Debugger.
  • Under the Unity section, you'll find the option Unity Asset Parsing.
  • Instead of "Disabled," choose Specific Assets.
  • This allows you to specify which folders or assets within your project Rider should parse. This can improve performance while still enabling asset usage finding for critical parts of your project.

2. Increased Indexing Memory (For Large Projects):

  • Rider allows you to allocate more memory for indexing assets. This can improve performance when parsing is enabled.
  • Go to Settings > Appearance & Behavior > System Settings > Memory.
  • Increase the value for Index Memory Size (be mindful of your system's total RAM).

3. Consider Alternative Approaches:

  • If asset usage finding isn't critical for your workflow, keeping parsing disabled might be the most efficient option.
  • Rider will still provide basic code navigation and syntax highlighting.

Additional Tips:

  • Break Up Large Projects: If feasible, consider splitting your project into smaller, more manageable ones. This can significantly improve Rider's performance.
  • Optimize Asset Workflow: Analyze your project and see if there are ways to reduce the number of assets or optimize their size.

Bonus: Unity Templates for Faster Development

While you tackle project size, if you're looking for ways to streamline your Unity development process, check out our collection of Unity templates at unity templates. These templates can provide a solid foundation for various game genres and can help you save time on project setup.

I hope this helps! Let me know if you have any other questions about optimizing Rider's performance with large Unity projects.

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  • Instead of "Disabled," choose Specific Assets.
  • This allows you to specify which folders or assets within your project Rider should parse. This can improve performance while still enabling asset usage finding for critical parts of your project.

Is “specific assets” still available in Rider 2025.2 ?

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Kamuran D. Chabuk The answer is incorrect. Please refer to the settings in File | Settings | Languages & Frameworks | Unity Engine.

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