I have a project currently making use of the job system alone (without ECS), that is plagued by warnings of the form: Code (csharp): Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak All NativeArrays in this project, by the way, are created with Allocator.Persistent. And yet I can't quite write these off as harmless because this project also has a tendency to freeze on quit that only appears after a long while running, which seems like it could very well mean there is some actual leak at work. This occurs in Unity 2018.1.9 and 2018.2.2 both. 2018.2.2 adds an additional warning paired with the first: Code (csharp): To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations ...which isn't particularly helpful as I don't have access to the source of ThreadsafeLinearAllocator.cpp. Trial, error, and searching led me to fix some of these warnings by removing static references left by accident in my IJob structs. However, now I'm at a standstill as I can't find any more obvious causes, and trying to narrow down which parts of my job code lead to the warning is getting inconsistent results (I suspect the length of time the job is running is having an effect.) Anyone know of other possible causes of this warning, or ways to narrow down the cause?