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I will simply raycast and check objects without NavMesh. Why so complex.. 

If someone has an answer, can't wait to hear it!

Still trying to figure out how to work with those bits. Could someone help please..

Updated to 2018.4.5 LTS, updated many assets and the problem is gone, but performance is slightly better with mono and IL2CPP game always crashes after quitting 

It would take too much time to find out the cause. Only if building for another platform I want will fail I would try to find the cause. If there will be no such problems I will just wait for Bolt2 for IL2CPP, I guess that kind of problems won't happen there 😌. Maybe some assets I use interferes secretly or something. I use MeshAnimator for better performance animations. 

Yep, got them: 
// UnityEngine.SkinnedMeshRenderer.enabled
// UnityEngine.SkinnedMeshRenderer.op_Equality
// UnityEngine.SkinnedMeshRenderer.op_Implicit
// UnityEngine.SkinnedMeshRenderer.op_Inequality

Tried again, got new log if you like Output_log.txt

Well if it's only a few fps it's not very important. But if it would stop me publishing to other platforms it would be bad.

Best wishes 😊


Is IL2CPP going to work soon? I would like to ship my game having better performance than Mono in a couple of months :) 

here's log after AOT Pre-Build output_log.txt

I don't get editor crashes but build crashes after some time. Tried Pre-Build again and then build the game and same thing happens, no code works. 

Didn't know that. Same with AOT Pre-build