So I get very constistent crashes loading in the first scene that has network activity going on at the same time. Not sure if that's related but it's suspect. This is with .NET 4.6 enabled. So the crashes are specifically right after it's done unloading all serialized files, immediately after it prints the time taken in the editor log. At that point there are often incoming messages being delivered to components marked as don't destroy on load. But I'm wondering if firing delegates between scene loads could trigger this. Scene loading is all synchronous and not additive. It's not a thread safety issue, this is code that has been stable for several years on the networking side, it uses concurrent queues to shuffle messages between unity and the async network clients. Networking might not even be related, it's just the only thing I can think of on my end given where the crash happens. It's sporadic but frequent. Probably 1/5 times I run the game it crashes going into that scene. My second guess is it's something not cleaned up correctly when the new scene starts to load. FYI the same scene that crashes in the normal flow, works fine when I play it directly in the editor.