During latest unity developments I think it has gotten pretty clear that the unity team is struggling to keep editor quality on par with expectations. All while still trying to get DOTS ready for production. The editor has lots of weird UX quirks, performance issues, crashes easily, but most of all it exhibits workflow issues for coders. If there is anything I have learned during my latest years of working with Unity it has been to minimize the time I spend in the editor. If there is anything I can do in code instead of the editor I do it in code. Chances are the editor will crash (for something such as silly as my game crashes) and I loose all my stuff. Every second spent in the editor is a potential second lost. There has been widespread recognition on a major workflow issue, where switching from your code editor to the unity editor: you have to wait, press play, then wait again. https://forum.unity.com/threads/recompile-enter-play-mode-process.777950/ I believe most programmer related workflow issues stems from the fact that the editor runs the game in the editor process rather than in a separate process (like any other programming environment). Changing this would require a costly major overhaul of the of the editor architecture. Now this will come as a pretty blatant opinion from the perspective of a silly ignorant coder. I have multiple roles and spend quite some time in shader graph etc. However... "As a coder" I love unity the "game engine" (especially the direction it is going with DOTS), but I couldn't care less about the "editor". I just want to compile my code changes and run them as quick as possible. So from a coder perspective I think you should open up the possibilities to develop alternative editors/players for programmers. That way you could outsource some of the workflow issues concerning us silly coders and focus on what matters, DOTS. I would like to se either: 1. A standalone player that can be launched immediately from my development environment. My current development environment (Rider) has a build button. To be honest, I'm not sure of to what extent it compiles my game. Because Rider itself cant run it. But whatever it does it is pretty quick and I can only Imagine it wouldn't be that much more time added to the process to also run the game. 2. A lightweight editor rebuilt from the ground. You decide the features. I'd say the less the better. The editor runs the game in a isolated/sandboxed process and doesn't need to reload the whole editor and freeze whenever game code changes. Just like any other programmer environment.