Does the Unity plugin have some sort of shared process memory when multiple instances are being run? I am seeing very strange behavior when multiple versions of our game are being run concurrently (and even after subsequent instances are shut down, leaving only one running).
The biggest issue I am seeing is with webservice communication:
- I’ve got instance A talking to webservice environment A in Chrome.
- I’ve got instance B talking to webservice environment B in Safari.
- The URL for the webservice calls is hard-coded per instance.
Seemingly at random, data from environment B will be sent to instance A. This doesn’t make any sense, unless the streams are getting crossed somewhere.
I see that for different URLs the PlayerPrefs are different, but I don’t know anything else about what the Unity WebPlayer plugin (at least for Mac) does under the hood.