> What about multiplayer? Will I have to resync the whole state every time the user tabs away?
> If the user tabs away and the game freezes, then they tab back, the peer will get a full-state update from the host within 500ms.
That's the general case, when you're allowing the plugin to do everything for you, right? What if I'm transmitting custom state through messages? Do events still run?
Let's say, for example purposes only, that I'm making a coop platformer. When one player reaches the end, a "next-level-load" trigger is fired for all peers. Let's also say, for example purposes, that a level load takes some non-trivial time. If one peer is tabbed away, it won't receive the trigger, thus delaying the game for everyone. Or everyone will load and start the next level while that peer will be stuck loading once it tabs back.
Did I misunderstand? Because if it were simply throttled to 10fps (or even 2fps), as long as logic continued it wouldn't be a problem, since I can always cram the full level loading operations into a single frame (a pretty slow frame, sure, but it won't matter)