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Anyone have experience with what happens to a thread started during UnityPause()?

Nothing out of untiy view. But the iphone is a slow single execution pipeline processor so you won’t gain anything beside lower unity performance if you try to do something there actively.

On a 1st Generation iPod Touch this is more or less a no go as it is already restricted enough to cause problems on its own with memory and performance (50% slower than 2nd generation itouch)

I was thinking of tasks like watch a directory or grab a small file via HTTP every once in a while.

With a non-twitch type game, doing card flip or something along those lines there’s hopefully enough horsepower keep my outside thread going.

to grab files there is the WWW class in unity itself

depends on how much your game does … I’ve seen solitaire spin offs that used more power than Quake 3 :slight_smile:

Can the results from the WWW class be saved to the Documents folder?

Thanks,
r.b.

Don’t see a reason why not. In the end the .NET IO commands don’t do anything different than the same obj-c code. Its only a question of how you want to handle the data etc