I just ran into a nifty problem that took me shamefully long to debug (learning that I can attach the Mono debugger to Unity helped
My specific case is auto-loading some level on server connection, and accessing the 'gameObject' property of a script throws an exception.
Is there any reasonable way to get the PlayerIO threading to play nice with Unity other than setting some signaling objects up and iterating over all of them in some per-frame Update function?
Thanks!
-D
[EDIT]
Here are some functions and their results:
PlayerIO.QuickConnect.Connect Success: Runs on the main thread.
PlayerIO.QuickConnect.SimpleRecoverPassword Success: Runs on the main thread.
PlayerIOClient.PlayerIO.QuickConnect.SimpleRegister Success: Runs on the main thread.
Multiplayer.CreateJoinRoom success: spawn a new thread!!! (this doesn't work in Unity.)