Do you ever use NRTs in your Unity projects? I found out it's a great feature to make code safer at compile-time. I never saw it used in the context of Unity though. Do you use it at all? Do you enable it on the project level or only for some specific/new files? Is it better to stick to one side of it or always prefer to use it when possible?
I tested it out in a separate C# project and figured that I can safely combine both approaches and I guess I could do that for my new code, but I fear that it will make it more obscure and hard to read since I will have to always keep in mind if I am working in a nullable or non-nullable context.