Hello! I have issues with PostLateUpdate.UpdateAllSkinnedMeshes sometimes spiking up into the 20ms range, causing lag that's quite noticeable. Does anyone know what this might be? I have some reason to believe it might be a threading issue. I have some 10 skinned meshes in the scene, but I can see the calls to those finish up very quickly at the beginning of UpdateAllSkinnedMeshes. What takes the time is a sub-call to Semaphore.WaitForSignal, indicating that it is waiting for a thread to finish something up. I can't Deep Profile it, I suspect because the Deep Profiler slows the entire frame down to take more than 20ms regardless, so when PostLateUpdate is finally called this mystery thread is already finished. For context, I am running a few custom scripting threads. Could it be that my threads steal resources from Unity's worker threads and stalls them? I have tried assigning my own threads low priority, to no avail. Thank you!