Quick answer: Batch many small items into a few coarse-grained tasks (chunk the work), or use a data-parallel construct so the per-item overhead is amortized across a large batch.
You parallelized a loop by doing Task.Run per element and it got slower, with high GC and CPU in the scheduler. Tiny tasks are dominated by overhead. Here is how to coarsen the granularity.
How to fix it
1. Chunk the work
Split the items into a handful of ranges and run one task per range (for example one per core), so each task does meaningful work and the overhead is paid a few times, not per item.
2. Use a data-parallel API
Prefer a partitioned construct (such as Parallel.For with a range partitioner, or Unity's IJobParallelFor with a sensible batch size) that handles chunking efficiently.
3. Avoid per-item allocation
Reuse buffers and avoid closures that allocate per element inside the hot loop, since allocation and GC often dominate the cost of fine-grained tasks.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.