1000%, and this is something gamedevs (and, for quite some time, webdevs) are guilty of in the name of speed for quite some time. In both web and game dev, it's come back to bite when it's time to debug.
Concurrency is hard, and anything with a ton of user interaction or communication across multiple parties induces concurrency (never block the main thread and all).
Concurrency is hard, and anything with a ton of user interaction or communication across multiple parties induces concurrency (never block the main thread and all).