During the stage of writing serialized assets, builds may take up to an hour for not very big amount of assets: around 500.
As far as I understand: all those are EntityPrefabReference that we have for client builds (so they can load any prefab with resources we need at any moment).
Considering this number will only grow for project going on - I'm really hoping for some optimization considerations of this. Maybe it's possible to multithread this for example.
@woeful lichen