Hi, I'm really excited about the option to skip Assembly Reload in 2019.3, however, there is one problem remaining. Traditionally, Unity will reload all its domain assemblies and it will cause some problem using native DLLs If you are using a native DLL with pinvoke, it cannot be unloaded. Many frameworks are written this way because pinvoke allows the fastest access. Unity will load it once but if you run for the second time, Unity will freeze trying to unload the native assembly. This is causing some huge grief that we cannot use many frameworks out there. Unity has been saying that there is nothing that they cannot do about the freeze. It's not true. While we are addressing the Assembly Reload issue, I think it's a good time to fix the freezing problem above. Yeah, enable on skipping Assembly Reload at "Enter to Play" will help not to reload the native assemblies, but if you compile a project, Unity will try to reload all its assemblies again and it freezes. If the assemblies are external frameworks and we are just using it without modifications, why reload every time? What I'm proposing is that we add a FLAG to certain assemblies so that it skips reloading. It will enable us to use many frameworks out there that are currently not useable. Unfortunately, I don't have Unity source code but I suppose it's not really that complicated to skip the flagged assembly when reloading. I believe it will be a huge win if you can make this happen. You already added a nice feature to skip reloading assemblies already. It's probably the best feature I've ever seen the past a couple of years and please help to support this feature to make it complete. Cheers!