Hi. I have a complex project where I need to load and unload eight scenes (game levels). I noticed that as the levels progressed, FPS goes down, especially on mobile. Note that due to the project structure, there are some objects in the main scene, many within the scenes and the few entities that are instantiated are also always destroyed. The scenes are obviously loaded one at a time and the performance problem is not in a particular scene, if I load one of the last scenes first it works fine. Having said this, Doing a bit of research and debugging, I noticed that the number of entities increased every time I unloaded a level compared to the previous time. The only solution I was able to implement is the following: I take all the entities at the start of the game in a persistent native array Whenever I unload a level, I destroy all entities except the initial ones, some that have a particular component (Those that are in the main scene) and those that have LightingSetup component (It gives an error otherwise) In this way it seems that everything is working correctly, there are no drops in performance as before (tried without particles emitters) But particle emitters have a problem when I reuse them in the second level (Particle emitters stay in the main scene, emit rate changes during level) Code (CSharp): Uncaught RuntimeError: unreachable at il2cpp::os::CrashHelpers::CrashImpl() (<anonymous>:wasm-function:0x234d5b) at il2cpp::os::CrashHelpers::Crash() (<anonymous>:wasm-function:0x234bf0) at tiny::vm::Exception::Raise(char const*) (<anonymous>:wasm-function:0x233207) at tiny::vm::Exception::Raise(Il2CppException*) (<anonymous>:wasm-function:0x233249) at Assert_IsTrue_m3C5A0F83FECD21D5195ABD90373471E8D8CA2A8D (<anonymous>:wasm-function:0x19bb3b) at ParticleSpawnSystem_U3COnUpdateU3Eb__4_0_m581D0A39D2A86382F8ACF758DEF7EBCF6EEDFA21 (<anonymous>:wasm-function:0x1ab88d) at U3CU3Ec__DisplayClass_OnUpdate_LambdaJob0_Execute_m163EADC35D9B784CC379F68EAFCEAC89F31C8881 (<anonymous>:wasm-function:0x1aeb2a) at JobChunkExtensions_RunWithoutJobs_TisU3CU3Ec__DisplayClass_OnUpdate_LambdaJob0_tE45AC0DCF37BA34C1FA9795D6033933A5190D933_m5815B66E49519E9949DCCEAED3449E0EDEF5846B (<anonymous>:wasm-function:0xb1b8c) at U3CU3Ec__DisplayClass_OnUpdate_LambdaJob0_RunWithoutJobSystem_m215B857CEF210D13261C8BEB6942914F442ADA5A (<anonymous>:wasm-function:0x1abd0e) at JobChunkRunWithoutJobSystemDelegate_Invoke_mF3C01361028D5316B77E4B9CBF661776FB02446D (<anonymous>:wasm-function:0x184eb1) How can I fix this error? Or better yet, is there a more correct way to unload levels without remaining useless entities causing performance problems?