Unity Android runs in the background

I am building a simple game in which 2 people can duel against each other. I use GameSparks as the back end. My problem is that whenever player # 1 casts a spell that directs, player # 2 can only see the channel when his screen is on and in focus.

When player # 2's screen turns off, the application is no longer active, so the spell does not drop on him. When player # 2 turns on the screen, channeling begins, but player # 1 has already made the channel back.

I guess this is due to how the Android system works. This puts applications that do not focus on pause.

Now my problem is how can I make sure that player # 2 receives a notification when he hits the spell, without having to use a third-party service to support the application (to avoid huge battery consumption), and also without having to use push notifications (as from what I heard, if there is a high load, pressing does not happen immediately, since there is a queue)

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Application.runInBackground is intended only for Webplayer (and PC, but not sure about the latter).

Unity works like activity in Android, so it pauses when it loses focus. This is (Android) Design and works as intended.

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