Unity 5.2 Shared UI Mesh errors

Whenever my project refreshes/reloads (make a change in script and the Editor rebuilds scripts), I get the following 7 errors in the console…

  1. Mesh.vertices is too large. A mesh may not have more than 65000 vertices.
    UnityEngine.Canvas:SendWillRenderCanvases()
  2. Mesh.colors is out of bounds. The supplied array needs to be the same size as the Mesh.vertices array.
    UnityEngine.Canvas:SendWillRenderCanvases()
  3. Mesh.uv is out of bounds. The supplied array needs to be the same size as the Mesh.vertices array.
    UnityEngine.Canvas:SendWillRenderCanvases()
  4. Mesh.uv2 is out of bounds. The supplied array needs to be the same size as the Mesh.vertices array.
    UnityEngine.Canvas:SendWillRenderCanvases()
  5. Mesh.normals is out of bounds. The supplied array needs to be the same size as the Mesh.vertices array.
    UnityEngine.Canvas:SendWillRenderCanvases()
  6. Mesh.tangents is out of bounds. The supplied array needs to be the same size as the Mesh.vertices array.
    UnityEngine.Canvas:SendWillRenderCanvases()
  7. Failed setting triangles. Some indices are referencing out of bounds vertices. IndexCount: 98304, VertexCount: 0
    UnityEngine.Canvas:SendWillRenderCanvases()

When I double-click on the first or 7th error in the console, the Inspector shows “Shared UI Mesh 36 vets, 18 tris, uv, uv2, colors”

I can, however, play, build, etc. with no problems. I can clear the console log, too.

I didn’t get these errors in Unity 5.1.x or any previous version of Unity.

Is this a bug in 5.2 or is 5.2 catching something that previous versions didn’t and I need to address it?

This is an issue I’ve also experienced with my asset, though it’s to do with a regular MeshRenderer (actually several) rather than a UI. (See here)

I’m also not sure if this is a bug with 5.2, but there’s nothing wrong with the meshes so far as I can tell. Re-baking the lightmap helped, but it’s still prone to failing again. I’m also on the lookout for an answer on this.