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Description
I've created this as an issue with Unity, as it is to do with their implementation of the SynchronizationContext
; but it appears setting Time.timeScale = 0f
delays the continuations being run on Unity's thread until it is increased above 0
.
We found this while using the provided new WaitForUpdate
/ Awaiters.NextFrame
from a background task.
Unity Ticket: 1057404
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