We’re using cached graphs to speed up loading time, but the cached loading appears to be a blocking function and is taking too long to pass cert. I’ve tried moving it to a thread as suggested here:
Async load from cache - General - Support Forum (arongranberg.com)
But Unity is complaining about not accessing its objects outside of the main thread. The DeserializeGraphs function appears to use Unity objects internally as it unpacks the data. Is there some way around this?