Social.ReportProgress

Hi.
When i call Social.ReportProgress many times per second (8 for example), for different achievements, i receive all callbacks for last sending achievement…

This is not really code, but part of main logic:

class Achievement
{
   public string Id;
   public double Progress;
   public void Callback(bool result)
   {
       Debug.Log("Achievement " + Id + " updated");
   }
}

List<Achievements> achievs; // contains 8 achievements

foreach(a in achievs)
{
   Social.ReportProgress(a.Id, a.Progress, a.Callback);
}

So, in log we got 8 messages with last sending Id… not different Ids…

I’m having the exact same problem with Unity 5.2.2. Have you found a solution for this?

Otherwise I’m going to write some sort of queue to report the next achievement when the previous one is finished, which is pretty lame.