Hello, I got really excited about the new Jobs system, hoping it would finally let me take UnityEngine objects and methods off the main thread. Specifically, I wanted to load JPG files into Texture2D objects asynchronously, so as not to cause frame halting. However, much to my dismay, since Unity Objects are non-blittable, they can't be used in Jobs. Currently I am using Texture2D.LoadImage(bytes) to create my Texture2Ds from JPG files that are on-disk. I have found no appreciable difference between this and the WWW method in terms of performance. Through profiling and holistic debugging, I have determined that it is the LoadImage method that is hogging resources and the main thread, so simply getting the byte array in a different thread won't resolve the performance issue. Has anyone found a suitable way to load Texture2D objects off the main thread?