(I posted this in Answers yesterday but realised that I'll probably have more luck here. My apologies if this is bad form!) I want to procedurally modify a lot of meshes at runtime, and thought I'd look into doing this with the job system. If I weren't using the job system, I would store references to the vertex arrays in some collection, and then loop over each array to modify the vertices therein. So my original thought was to simply do this loop in a job. As I've come to understand, this isn't actually possible, since an array of arrays doesn't count as a blittable type. I assume this means I'd have to schedule one job per mesh, perhaps storing them in a collection so I could schedule several jobs per update tick. The vertex arrays will probably be quite small, but there's likely to be a lot of them, and this solution makes me wonder what sort of overhead the actual scheduling and completing of jobs itself might create. I've started looking into ECS but am not yet familiar enough with it to see if it offers a solution. So... I'm out of my depth here. ^^ Anyone got any advice for an ECS/job system newb?