We now have this deployed in production and it's working well. The issues we ran into & that I originally mentioned turned out to be unrelated, were instead related to UI onValueChanged events firing that previously didn't fire in object's state which was causing a stack overflow. I think the latest 2019.1x is actually catching it now even, instead of crashing. Customer reports are mostly positive regarding the speed/performance improvements from enabling the incremental GC; though we've been making optimizations as well, so is difficult to bifurcate and attribute the reports, but overall no complaints here. That said, is a win for sure and a good stride; next step, a more modern generational GC? A guy can hope! =D Out of curiosity, and IIRC from reading this thread originally, the incremental is only in builds? Will it be coming to the editor at some point in the future? Right now it's probably my #1 issue with Unity: editor runs at ~50% performance of builds. Which means that debugging user-submitted issues via their save games = extremely painful. Well, to clarify (and apologies for the slightly off-topic rant), really my #1 complaint with Unity is just performance in general. DOTS looks and seems great long-term, but it feels to be in varying states of beta / API change, and frankly it's still very unclear to me on what the best way [or IF there is even a workable/best way in Unity right now] to handle & render tons (100k+) of moving quads/2D within Unity -- and unfortunately we need something we can leverage much sooner than later. Anyways, not to be sour at all; Rome wasn't built in a day and each step forward by the respective teams is great, welcomed, and appreciated. Definitely a very good and tangible step forward. Ty!