Rycia
March 9, 2025, 3:48am
1
I’d like to be able to do this as an experimental feature.
One of the primary reasons I want to is so I can pass an -job-worker-count
argument to limit the resources building takes on my computer; this is especially useful if I’m trying to play VRChat while uploading in Unity at the same time; without a lot of lag. This, however, can’t be changed unless you make a shortcut (which you can’t add to VCC) or use command prompt to launch it.
This could be used for other things too. It probably wouldn’t be that difficult to allow launch parameters natively in VCC?
If people knew they could do this with that implemented, I think it would be a gamechanger for those of us who want to run Unity while in-game or perhaps working in other programs at the same time like substance painter and photoshop to create our worlds and avatars. I been wanting a way to limit the resources Unity takes up while compiling for a long time; and it can be done, through these pesky launch parameters/flags that VCC doesn’t support. Having a 16-core processor, unity will take every (32!) thread available to my system and lag it out. This could be useful for compiling a few projects at once and switching between them, too.
Docs on that are here:
Someone else doing this is here:
Unity spawns a lot of Unity Shader Compiler processes when building a Player. Unity spawns so many of these processes, that the PC is pretty much unusable, while the build process is running. This is not a problem on a dedicated build machine....
Reading time: 2 mins 🕑
Likes: 14 ❤
Ctrl+f -job-worker-count
here:
Please take my suggestion. That would be absolutely amazing to allow launch flags!
docteh
March 9, 2025, 4:04am
2
I was going to file a Canny for that, and then I saw they want suggestions on GitHub. Then saw like a bunch of suggestions and got distracted.
But yeah this would be a great feature.
Rycia
March 9, 2025, 4:22am
3
opened 04:21AM - 09 Mar 25 UTC
enhancement
**Is your feature request related to a problem? Please describe.**
At the moment… , you can't launch Unity editors from VCC natively with launch parameters, and paths only support pointing directly to the unity .exe.
The only way to do this is not with VCC; but with the command line or making a shortcut for every project.
It's not nice for the ease of the user; nor fun to make 100 shortcuts to different projects and edit their launch parameters.
Launch parameters can provide better control of things; such as controlling how much of your system resources can be dedicated to Unity using
`-job-worker-count` Take a look at the [Unity documentation](https://docs.unity3d.com/Manual/EditorCommandLineArguments.html) and [some forum posts](https://discussions.unity.com/t/option-to-limit-unity-shader-compiler-processes/914306) as to what this does.
I have a 16 core CPU; with 32 threads. Unity takes ALL of the resources of my computer while compiling shaders _(I'm looking at you, Poiyomi)_ or uploading a world/avatar.
This makes using my computer for other tasks; like playing VRChat in VR while uploading, having 3 windows of substance painter open, or working on 3 projects at once with 2 of them uploading at the same time, a bit unbearable.
It's going to be worse, if not crippling, for lower end hardware.
Let's face it, most people run Unity and VRChat on the same computer.
Sometimes I'll sit around a fire somewhere with 3 other people, and we go around sharing what we're uploading while in VR using Virtual Desktop or helping eachother out. And we upload. _A lot._
It can cause lag, freezing, and I've even crashed several times for having one instance of Unity open and it decides it takes just a little too much for resources; causing SteamVR to crash entirely.
**Describe the solution you'd like**
Since I want to be able to pass an argument, specifically `-job-worker-count` through Unity inside of VCC's settings, it would make sense to add the ability to launch Unity with launch parameters somwhere under the Settings > General tab of VCC.
**Describe alternatives you've considered**
There's a selection for unity editors, and I've considered it might be a little harder to mess with the "selected editor" dropdown than it is to add another field of just the flags that apply globally to all editors that could be launched by VCC. This could cause compatibility issues though with old unity editors; but who's running 2019 Unity, anyways? I'd consider this for advanced users/experimental.
**Additional context**
Here's a screnshot taken from the forum post linked way above.

See all those "workers" on this persons computer? And that usage?
Yeah. Rough. Launch parameters can allow creators to fix this.
This can be used to do a lot for advanced users, but one of the things this can do in example is allow the passage of the `-job-worker-count` flag, which can only be changed through the command line or as a shortcut to the Unity .exe. This flag allows limiting the resources/CPU cores that building/compiling in unity can take, for example. By default, Unity likes to use every resource possible; which can make any other task unfeasable; like playing VRC while compiling shaders or uploading at the same time.
With that option alone, I think it would be a game changer for those of us who want to run Unity while in-game or perhaps working in other programs at the same time like Substance Painter and Photoshop to create our worlds and avatars. I been wanting a way to limit the resources Unity takes up while compiling for a long time; and it can be done, through these pesky launch parameters/flags that VCC doesn’t support. Having a 16-core processor, unity will take every (32!) thread available to my system and lag it out. This could be useful for compiling a few projects at once and switching between them, too. There's a lot that can be done with this command alone; and my bet is that power users can also find other extremely useful launch parameters for their VRC projects!
Allowing launch parameters is a simple way to allow this level of control of the Unity editor.
Made a forum here before coming over here:
https://ask.vrchat.com/t/can-we-please-allow-passing-arguments-to-the-unity-editor-in-vcc/41949
I made a issue on their github just now.