Hi there. Nearing 2 years ago now I raised since concerns regarding Async method usage in the editor. To recap: An example of a dangerous scenario: - A behaviour is attached to an object. It's Start method is an Async method which waits 10 seconds, then destroys that gameobject. - The user hits play in the editor. - The user hits stop before the 10 seconds are up - now, in edit mode, the 10 seconds are up and the gameobject destroys itself. - user saves the scene without realizing - losses work... 1) I don't think many people are aware of this. Every time I bring it up on Reddit, people thank me because I just helped them Dodge a bullet. 2) I think the "expected" behavior is for the async methods to stop executing like coroutines when you stop the game in the editor. I've also noticed that the Addressable package leaks gameobjects into the scene if you await a load operation and then stop the game in the editor. You'll see a resource manager object leak into your scene and get saved into the scene. @mkderoy wrote: So I'm just here wondering if there is any movement on an overarching solution. It would be really nice to be able to use Async/await pattern in game code but as it stands it is too dangerous to use.