One of the things I was thinking about with regards to pause and or save games, is the need to control all aspects of real time logic, with possibly stopping/resuming, and saving it to disk is how our current ways of doing async is incredibly lacking. Unity has introduced the idea of coroutines (which were essentially yield based generators), and people started using them, and immediately encountered problems with pa…
I understand why coroutines are an issue for saving, but why are they an issue for pausing? Don't you just not resume the coroutines while paused?
Some more info here (and in general about pausing in Unity): https://gamedevbeginner.com/the-right-way-to-pause-the-game-...