Had to reinstall Unity to fix a build issue on a contract project and it decided that everything needing reimporting... again. I'm now an hour into a multi-hour build while Unity consistently sips much less than half of my available CPU cycles. They really really really need to import assets in parallel. Multi-core CPUs have been a thing for _so_ long at this point. :( Since the editor runs the build, you can't even do *anything* else while it runs.
@slembcke could be because the fbx sdk is single-threaded
@erin_catto It's *everything* though. We have a ton of audio and that's straight up single threaded. We have a ton of videos, and that's kinda multi-threaded, but averages ~30% CPU utilization for an hour. Texture compression is kinda multi-threaded, but only saturates the CPU for large enough textures like light maps (average utilization is usually < 25% when it hits that phase). It really really just needs to run jobs in parallel. :(