Physics.BakePhysXCollisionMeshData taking 160ms on main thread

Our application is downloading collision data at runtime.
We’re using GLTFast and adding a MeshCollider right after mesh instantiation.

When we activate the gameObject, we get the following spike
Physics.BakePhysXCollisionMeshData 155ms
on the main thread.

Is there a way to asynchronously bake this data instead of taking the main thread hit all at once on Activate?

This documentation should help, you can run the bake in a job before activating the object