title: Very slow compile / run times with XCode for iOS
body: <p>I've got a project with lots of very large media assets totalling several gigabytes. Build / download / run times are very slow, even when I change nothing. A clean build / download / run on iPad can take 20 minutes but even just debugging with no changes can take 5 minutes or more. It seems the bottleneck is at the point where it determines what new assets need copying. Removing most of the assets speeds up the build / download / run cycle. My current workaround is to build with assets, remove them from the project, and as assets are not cleaned up from the device I can work with the quick build times as long as I don't need asset updates.</p>
  
  <p>I presume other people have had this issue before and I wondered what fixes / workarounds people have.</p>
  
  <p>I have a few ideas, none of which I've researched enough to know if they are viable or not.</p>
  
  <p>1) Have 2 projects, 1 with assets the other with code, both using the same app ID so they both compile to the same app folder on the device. Use the asset build when assets change and the code build for general working.</p>
  
  <p>2) Jailbreak my iPad so I can download assets directly into the app folder as needed and just build code</p>
  
  <p>3) Use placeholder assets that are tiny and test occasionally with real assets.</p>
  
  <p>Any help would be much appreciated.</p>
  
  <p>Max</p>