How to avoid network timeout when editor is paused?

I am having an issue where I am disconnected from my server (not using Unity networking) if I sit at pause for long enough. This is due to server-side timeout logic which is listening for pings from the client. The problem is that the client Ping is currently happening in an Update(). Is there somewhere that I can safely make this ping from so that it will happen even when the editor is paused? Scraping the docs and forums, I didn’t come up with anything.

you can’t. if you pause the game its the same as if you would put the computer into sleep outside the editor.

Don’t see a reason to worry about it because you won’t pause it in the real test nor will the actual application be paused.

Actually, this just came up in a production app. We have an app that needs to be able to pause when in the background, so that it doesn’t gobble up cycles while the ‘real’ game is running. That application fails to ping in a similar fashion.

Aside from that, however, even in the editor it is a workflow blocker because we cannot pause in the inspector to debug something w/o getting disconnected.

opps totally wrong. Edited to gone

Set the app to run in background and it won’t time out.
if you are worried about the performance used, set the maximum fps to 1.

But you can’t expect that the app runs if you tell it to stop running. You have to decide if you want it to run or not want it to run. There is only Yes or No, no “humm maybe”