Class LLMPayloadPostprocessor
Keeps the experimental local-LLM payload out of shipped builds.
Nothing in the game uses LLMUnity — only LLMUnity's own sample scenes and one test scene do. What used to happen: LLM.cs downloaded llamafile-0.8.6.exe (~35 MB) plus two APE loader binaries into StreamingAssets on every editor load, so every build shipped a local llama.cpp server the game never started. A build later, someone noticed ~165 MB of it (plus .gguf test models) inside a player build.
The download is disabled now (see the commented-out [InitializeOnLoadMethod] in LLM.cs) and the binaries were deleted from the repo. This postprocessor is the belt-and-braces guard so they cannot creep back in silently.
If the local LLM is ever revived it needs a current llamafile build (0.8.6 is from 2024) or a runtime downloader — and that payload should be fetched next to the saves (persistentDataPath), not committed into StreamingAssets.
public class LLMPayloadPostprocessor : IPostprocessBuildWithReport, IOrderedCallback
- Inheritance
-
objectLLMPayloadPostprocessor
- Implements
Properties
- callbackOrder
Returns a numeric value that determines the order in which the build callback is invoked.
Methods
- OnPostprocessBuild(BuildReport)
Implement this function to receive a callback after the build is complete.