While it's great that Unity focused on performance-first for end-users, devs spend up to 12 hours per day using the Unity editor. The editor, when using anything remotely advanced or large in size, becomes miserable to work with. After years, developers are begging to spend a few versions for editor performance/stability -- this will also benefit end-users as devs will be able to deliver faster, more-efficient results with higher morale: AsyncOps. They are incredibly unstable. Reproduced on every PC I've used Unity with, active SyncOps within the editor will cause numerous, breaking issues that turn 5-minute task into 2 hours. This only happens in the editor - not in standalone. GIF Repro: http://recordit.co/ytJFfHyPPu Within the editor, scenes preloading or preloaded to 90% (not yet active) with AsyncOps will cause scenes to prematurely fire to the next scene. This means if I alt+tab over to Visual Studio to step through, or even to Chrome to browse, upon returning I will always fire to the next scene. SceneManagement callbacks will not even detect the oldScene because the scene was not even supposed to fire. So if you have a chain of scenes with AsyncOps? Yep, a chain reaction -- it's a horrible experience. Since Async/Additive scenes are the way of life for any professional/commercial game to prevent hiccups in loading, everything is async/additive, these days (or should be). However, this also means that debugging is hell because of bugs like the above one. If an AsyncOp is running in the background, it messes up debugging with Visual Studio: Entire blocks will just randomly be stepped over unless you explicitly have a break point; if a Debug.Log() is the first line of a function, it'll auto-step into it and if you step out, the entire block is skipped (again, unless you explicitly have a breakpoint); this goes on and on -- stepping through is inconsistent and chaotic, only when AsyncOps are present (or anything async, to be honest). Many experiences stepping through Visual Studio will result in a crash because Unity+Async anything+VS do not get along together. Debugging async tools with WinForms is fine, so it seems to be narrowed down to Unity Tools for VS. Larger Projects and unacceptable compiling scope/time. With my project with 5gb worth of assets and a large [local] cache, it takes anywhere between 10 to 60 seconds to recompile a single comment change, freezing all threads - and this is with an i7-8700k CPU (poor folks that have an i5. I used to have an i5, and it took me up to 2 mins - and that was when my project was smaller). If I change test.cs to add a single letter to a comment, my entire project recompiles. Even if my scene doesn't even use this file, all threads are frozen for 10 to 60 seconds - not this single file, but the threads freeze while it scans my entire project for changes -- whether if it's in my scene or not. Unreal, for example, has butter-smooth recompiling on this matter -- why can Unreal handle this, but Unity can't? Why can't I multitask when I'm waiting for my +comment in my file that's not even in my scene? Why is the entire project scanned for changes freezing all threads during this time when competitors clearly found a way to prevent this? Is this actively being tested to help your mass crowd of users get through the day without taking a break every few seconds? The last I heard, Unity tried this, then silently ditched the feature when it should really be high priority since this consumes a devs time more than anything. Compiling + error detection. Why would common/simple building errors be detected at the end of compiling to cancel the entire operation that could have easily been tested at the beginning with only a few seconds actually consumed for these tests? It's like waiting in line at the DMV, then having a sign that you need a ticket at a different building AT the counter instead of at the beginning of the line: It could be prevented with a single change. UI editor bugs not fixed leftover for years. ScrollRects or any form of content holder (or layout groups) combined with anchoring. Text will randomly shift outside where it's supposed to be. You have to click play then stop, and it'll bounce back to where it was. Text that suddenly decides to go all black or blocky until you play then stop. All types of these bugs not fixed, existing since Unity 5.5. Here's a collage just for that: ...and this is just what I've taken note of because I've seen it over and over. AsyncOps and the thread-blocking recompile times (for out-of-scope files, even) are the worst one, for me, or debugging anything async when it comes to breakpoints. It becomes depressing over time. We beg you - please take just a couple major updates to focus on the developers: That means EDITOR performance/stability. Happy devs are happy publishers are happy consumers.