Hi, Unity team, When I first saw the sample, it was way more than what I expected as a sample. My initial impression is that you really want to include everything, like how good Unity game can look instead of focusing on the Multiplay. It was a pleasant surprise and I'm happy as long as it does everything. But examining the sample closer, I quickly realize it's still a very early stage and it faces some issues for the future. I guess there are two approaches you can take and I'm trying to understand what is that you are trying to achieve. 1. Make a serviceable game: I wrote a post below, https://forum.unity.com/threads/to-fpssample-development-team.574216/ . Unity as a game engine company needs to learn what it's like to make a real game. Don't stop at the sample but operate a live server. You own the hosting company Multiplay and working with Google and why not actually run the game? kind of like Unreal Tournament? You will never understand the real issues dealing with many network related problem unless you experience it. I hope Unity really do. 2. Make a lightweight sample, just focus on the multiplay feature: If users are interested in how to make a pretty game, HRDP and such, they can learn from the different project. FPSSample is really heavy for a sample and it took me a half a day to get it setup. It's not a good sample to learn about the multiplay if you are just interested in multiplay. I don't really expect Unity to make a commercial quality game and to operate a game service themselves so #1 will be out of the question. However, I really wish they do in the future. The worst scenario will be, they make a heavyweight sample that is not either #1 or #2 and they stop short on the way. It's highly possible that this project is headed toward that way, given how heavy the sample is, if it continues like this. If your plan is not to make a serviceable game, please stop adding more graphics contents. What's the point having several more of the samething? I'm not really interested in learning how beautiful the environment can look in this FPSSample. I have other examples to learn from that are focused on certain features. I don't mean to put down the whole team. I think they did a very good job making the pretty sample but that's shouldn't be the only focus of the sample. Unless you are going to make serviceable game, here is what I would do. Branch off without the all the heavyweight graphics contents and focus on the multiplay functionality. Therefore, one branch(base branch) without heavy-weight graphics, and another branch(with all eye-candies) that builds on top of the base branch so that both can peacefully coexist. So, even if you stop improving the eye-candy branch, the base branch can still evolve, and eye-candy branch can still benefit. Also, the base branch can evolve fast without having to wait to eye-candies are ready to show. I'm saying this because making the good graphics takes most of the development time. Cheers!