Unity Assembly Definitions Explained: How to Organize and Control Your Code
This is definitely a good post that provides an overview of assembly definition settings and the benefits they bring. However, it's important to remember that any approach can backfire when taken to extremes. Having too many asm defs can significantly slow down your iterations. Even if compilation takes only seconds when your project is split into tiny assemblies, the domain reload would take much longer than compiling bigger assemblies, but in smaller quantities. Additionally, Rider needs to process all the assemblies, which also takes a lot of time, and this processing time seems to increase non-linearly as the number of assemblies grows.
Of course, the impact varies, and you should profile on your current hardware with your specific project. For me, 'too many assemblies' starts at around 500-600.
https://marcomignano.com/posts/unity-assembly-definitions-explained-how-to-organize-and-control-your-code
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