We are looking for guidance about strategies to find the cause of a crash we are getting. Suggestions about how to speed up the reproduction rate would be helpful too because it's inconveniently rare. The bug seems to involve heap corruption (eventually a hard crash without our debug checks). Our code only detects the error when reading sentinels at boundaries of memory we have allocated during our safety checks. Due to burst we are in fact using quite a lot of unsafe code. This includes our own container types - but we have added our own boundaries checks in there and they do not trigger. We've never had it even while debugging or in Editor, so our only strategies until now are: (1) adding logs (2) disabling code and comparing the results. Additionally we have added logs that demonstrate it's not happening in the main thread (we are checking memory and logging in the main thread between which the error occurs). Due to not having experienced this in the Editor, the lack of ENABLE_UNITY_COLLECTIONS_CHECKS outside the Editor prevents some out-of-range checks we wanted to use. To solve this so far we made a local version of Collections package and removed the conditional attribute on any of functions. It appears to happen only when target framerate is high (>= 240fps), this might just make it more likely to happen due to more frames in total but we didn't manage to reproduce it at all without that setting. During GC, we see lots of first chance Access violation exceptions in Finalizer thread ("0xC0000005: Access violation writing location 0x0000000000000000."). Is that something expected or is that something we should investigate? Any suggestions would be helpful, thanks.