I'm attempting to port Sebastian Lague's platformer controller to ECS. Unfortunately, whenever I attempt to enter play mode with the collision detection component system in play, the editor hangs and has to be shut down from the task manager. After some work, I isolated the cause of this to RaycastHit2D--it hangs the editor when I try to assign it (be it to Physics2D.Raycast(...) or to "new RaycastHit2D()"). Whenever I skip over the raycast calls, the editor works fine. So I can tell this clearly isn't supposed to happen. Knowing that ECS is not complete, I'm totally fine working with MonoBehaviour for the time being--besides, it's either that or write a script to convert TilemapCollider2D and the like into MeshColliders at runtime so I can replace all my Physics2D calls with regular Physics calls. Nonetheless, it's pretty annoying to have a project perfectly suited for refactoring into ECS that can't be refactored into ECS due to a flaw in the systems involved. Had to happen to someone, I guess. So having said all that: how high is Unity's priority for 2D support in ECS? It seems like 3D is getting all the love for the time being, and I for one am okay with this (Unity seems to be primarily designed for 3D games, after all), but it'd be nice to know if 2D physics in ECS will be a matter of months or a matter of years. EDIT: it occurs to me, the question I really meant to ask is closer to: where do I go, if anywhere, to report ECS bugs? Because it seems that I maybe was a bit hasty in assuming that Physics2D bugs should be saved for when work start on Physics2D+ECS.