So as I understand @lukaszunity , the complaint is that while the loading process works as you explained, Unity first, asmdef second and then everything else. The problem is that the first error in any asmdef, block any other asmdef being compiled and loaded. So any one asmdef failure results in no asmdef's being loaded which makes it a lot harder to diagnose and resolve compile issue. And if there are multiple errors in each asmdefs, this is creating terrible reload times due to having to keep reloading fixing one issue at a time. Ideally, one failure shouldn't stop the compilation of all asmdefs, compilation should continue and load all Successful built components. So the build should: Load the Unity engine / editor dlls' Compile all asmdef's, regardless of failure. Load successfully built asmdef's, don't load ONLY those that fail. Compile user code, regardless of previous failures. report new issues if there are dependancies. Aim is to avoid lengthy rebuild / reload times between fixing defects. A dev should be able to asses and fix all issues in a single build (preferably) instead of constantly having to rebuild for each fix.