Hi! I have a game that has several thousands users per day and one in 1000 gets an fatal error from my async code. There is a lot of anonymous methods that are run with a delay that is managed by the IEnumerator, async/await or a custom event loop that triggers events from its Update method. All of them are having issues where the code inside the anonymous method can't be run because the object doesn't exists anymore. This issue happens also when a code is triggered from Unity's UI input or System.Net calls. As I've said it is very very rare error, I can't event repeat it, but having thousands of users (Android/iOS) a see it happens.