When I go to build a Mac Standalone player in Unity 2017.1.0, it hangs after the following in the logs:
Load scene ‘Temp/__Backupscenes/0.backup’ time: 0.016819 ms
Unloading 4712 Unused Serialized files (Serialized files now loaded: 0)
System memory in use before: 463.0 MB.
System memory in use after: 463.1 MB.
Unloading 1246 unused Assets to reduce memory usage. Loaded Objects now: 5140.
Total: 13.792044 ms (FindLiveObjects: 0.458321 ms CreateObjectMapping: 0.226863 ms MarkObjects: 11.856734 ms DeleteObjects: 1.249298 ms)
After the initial upgrade, I was also hanging when entering play mode. I fixed that by changing from “.NET 2.0 Subset” to “.NET 2.0” for Api Compatibility Level. .NET 2.0 is what we were using before the upgrade, but this got lost/reverted. I am aware Unity 5.6 (and thus Unity 2017.1) made this per platform, just pointing out it caused a hang when entering play mode until I fixed this setting manually.
It seems like something similar might be causing the hang when trying to build a player but as far as I can tell all settings are correct. The next step seems to be compiling Assembly-CSharp.dll and related code, but this never happens and the Unity Editor just spins forever maxing out a single CPU and does not progress even when left for 20+ hours.
Has anyone seen anything similar or have any ideas what might be causing this?