I hate to make another thread about it, but I honestly am not sure if my issue is related enough to others, enough to warrant posting in their threads and potentially de-railing their problems. My team is having issues with the Accelerator, as stated. It does connect, and I can see this in the output logs from the build, I get the message that it is connected: Code (CSharp): AcceleratorClientConnectionCallback - connected I also see that it is downloading from the remote asset cache, we get lots of messages in the build log where it is downloading assets from the cache: Code (CSharp): RemoteAssetCache - Download - Metadata - success:true, namespace:defaultmetadata, key: I'm leaving specific information out of the log for data security reasons, but it does show a key value. I'm also enabling the consistency checker, and it looks like there's fairly little inconsistent results, where the build log will output: Code (CSharp): Importer(TextureImporter) generated inconsistent result for asset We have plenty of disk space for it to use, and we have downloading from, and uploading to the cache enabled. Still, the task of importing the assets and reloading the assemblies when Unity is first opened during the build process, will take 20+ minutes. Part of this is because it also forces a recompile every time, which I'm also investigating the cause of. At the end of the build process, we are clearing the local project folders. We have build machines where we are running automated builds, and this is where we have the issues. On local workstation machines, it doesn't take as long to build, but on local machines, we aren't clearing things like the Library folder between builds. Also, on local machines, we have the Accelerator enabled, and the cache download enabled there as well, but not the upload, if that makes a difference. Looking through the build logs, I also found an error that I think might contribute to an issue: Code (CSharp): [ScriptCompilation] Recompiling all scripts because: InitialRefresh: Cached user assemblies were invalid A bit of searching, and I couldn't find a lot of information on this. The error seems to be worded pretty straightforward, but still I am not exactly sure what to look for. Secondly, I am seeing that sometimes the Accelerator does not download assets sometimes, or rarely downloads them. In a certain build log, I see that the Accelerator says it connected at the beginning, however compared to other build logs, I am seeing many "Start importing etc." lines, and only very few "RemoteAssetCache - Download etc." lines. During this build log, I checked the health of the Accelerator and it was up, and the load was 4. Can this occur from a heavy load? I know a solution can't be found without information on the entirety of our build pipeline, and debugging it until the root of the problem is identified. I was just hoping there was some direction, or obvious thing I missed. Maybe the Accelerator config? Maybe I don't understand how the Accelerator works properly? If there's any information that best explains how this works and/or what to look out for, I'd appreciate it. I feel a bit lost just reading line after line of a build log with no idea what I'm looking for. I'm open to any suggestions. Thanks.