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Are similar technical implementations possible in mobile game development on Unity?
At the moment I am analyzing the mobile games market, and in the future I plan to switch to dev.
I have more technical questions for discussion, but since I have no experience in development, I turn to you.
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1) Is it technically difficult on Unity to implement the possibility of background/parallel activities in the game itself? Let's say, as an example of a fallout shelter - you can put a room upgrade (it will last an hour), and at the same time attack other players or engage in other activity
But in your examples there is no "background activity", a stupid check at startup if it's noon, then the building is built.
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1) It's an illusion. Why waste resources on working in the background, etc., when all this can be simply implemented with some mathematical miscalculations. Well, it's worth checking AsyncTask, Coroutine.
2) Check also about the "Activity Life Cycle". To better understand background processes
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