So PreLateUpdate.DirectorUpdateAnimationEnd/DirectorUpdateAnimationBegin are the main cpu hogs I'm tackling now. And it looks like most of the cpu time is jobs being completed early, forcing the work back on the main thread. Which makes me think messing with the player loop here could possibly solve this. But I'm sure the current ordering is done in consideration of dependencies I have no clue about. Anyone, maybe someone from Unity, can give some advice on where to stick stuff to maximize job time for animations?