weird scene handling during build process

Hi,

during build process, I see in the log file info about opening scene and unloading unused assets, e.g.:

Opening scene ‘Assets/Scenes/Sim4Environment.unity’
Load scene ‘Assets/Scenes/Sim4Environment.unity’ time: 0.012048 ms
Unloading 75 Unused Serialized files (Serialized files now loaded: 0)
System memory in use before: 265.7 MB.
System memory in use after: 266.6 MB.

Unloading 130 unused Assets to reduce memory usage. Loaded Objects now: 18953.
Total: 93.315369 ms (FindLiveObjects: 1.338737 ms CreateObjectMapping: 1.395410 ms MarkObjects: 89.531654 ms DeleteObjects: 1.048231 ms)

Hashing assets … 0.001 seconds
file open: 0.000 seconds (2 files)
file read: 0.000 seconds (0.009 MB)
hash: 0.000 seconds
Updating Assets/Scenes/Sim4Environment.unity - GUID: 4aadae562a200cb4a9e88f0338923110…
done. [Time: 15.508829 ms]
Refreshing native plugins compatible for Editor in 6.05 ms, found 0 plugins.
Preloading 0 native plugins for Editor in 0.00 ms.

----- Total AssetImport time: 0.156895s, AssetImport time: 0.063577s, Asset hashing: 0.001222s [9.1 KB, 7.276615 mb/s]

There are 2 problems:

  1. build process is handling all scenes in project (doesn’t matter, whether they are specified in build settings or in input arguments for BuildPipeline.BuildPlayer, or not)

  2. it looks like each scene is handled multiple times and it takes quite a lot of time (several minutes)

Does anyone have the same problem?

We are using Unity 5.3.4 p4 on windows 7.

Thanks a lot

Ok, we found the issue. It has something to do with QHierarchy.
The developer of the extension is going to fix the issue soon.