Given the nature of the async mode, if Unity completes more than one frame per Resonite update, it will essentially lose that input during that window, as it can't forward it to Resonite in time. We'd need to queue input so that it gets processed when Resonite is available again.
Given the nature of the async mode, if Unity completes more than one frame per Resonite update, it will essentially lose that input during that window, as it can't forward it to Resonite in time. We'd need to queue input so that it gets processed when Resonite is available again.