(Case 1168006) Mesh Data Optimization - Resolving used channels

I successfully opened and built the project attached to Case 1108597 in Unity 2019.2.0b1 a few weeks ago.

Today I re-opened this project in 2019.2.0b7 and triggered a build. Unity now displays the following progress-bar and the build seems to take forever, which I believe wasn’t the case in 2019.2.0b1 for example.

4710566--445142--upload_2019-7-3_17-40-10.png

Unity seems to check every single prefab, for every shader, for every variation, for every rendering type. This seems to take a long time, is this the expected behavior?

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That doesn’t sound right. Could you please open a new report for this and reference the case with the reproduction project in it?

Here it is:
(Case 1168006) 2019.2: Mesh Data Optimization - Resolving used channels

Thanks Peter, much appreciated!

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QA replied with:

Thanks for testing it out!

Hi. I have a similar issue with Unity 2019.1.10f1. After updating to 2019.1.10f1, my project’s assetbundle build time is changed to x10, and always “Mesh Data Optimization - Resolving used channels” is shown even useCache=True and the project files is not changed.

I used ScriptableBuildPipeline 1.5.1 for building asset bundles.

Edit : Oh, please ignore this comment. It seems that there are some files which is not commited to my repository. After commiting all, building with same resources is completed in few minutes.

I re-tested it with Unity 2019.2.0f1, but the issue persists. I had to abort the build-process after waiting a few hours for “Mesh Data Optimization - Resolving used channels” completion which then leads to a crash .

Same issue
Happens only on build with a project created in 2018.3 and updated to Unity 2019.1.14f1
I see reference to Legacy Shaders/Diffuse - ShadowCaster

I had the same issue in 2019.3 but found a workaround, see: