Coroutines stop when another game goes fullscreen

Hello, I have built a quite complex application using unity, its not a game, but a full blown application that needs the 3D features of unity.

One of the features is sending messages to a gameserver of another game.

When I am on windows (any app) or looking at the unity itself, everything runs smoothly, however, if I tab into the game (that runs fullscreen), it stops sending messages after about 1 or 2 seconds.

What could cause this? I have “run in background” setting activated.

What do you mean it stops sending messages? What kind? Does it start sending messages again if you tab back to the application? Where/When do you send these messages?

My suggestion would be that you try sending your messages in an Update loop instead of a coroutine. Not sure why you made it a coroutine. If it’s some sort of heartbeat or information update that happens from the start of the application to the end then it’s worth putting it on an Update loop.