Gotchya. Thanks for that.
Yeah I was thinking of situations where you might actually usefully do parallel processing, for some calculation.
You know, I was also wondering if it would actually speed the Unity game's execution?
I simply don't know ... does the Unity engine utilise multi-cores where they are available? on desktop or ipad3 ?
Is the Unity engine itself very parallel?
I figured if the answer to that is No, and, if you wrote the plugin part in a very GCD manner, it might encourage the overall situation to be more parallel ..... if that makes sense.
(Indeed - if the Unity engine is highly-not-parallel, it would be fantastically advantageous, I guess, to offload anything, at all, to a plugin, because (I assume) that would lead to much more use of the extra cores.)
(I have read that the current Unity editor/compiler/etc per se on your $$anonymous$$ac, nowadays is pretty threaded for performance. But I have no clue about how the engine itself works ... when "Ski Safari" is playing on your iPad3 is it highly-not-parallel, or did the Unity dudes try to make it thready where possible? I just don't know, at all.)
I guess one key question here of which I am totally clueless, when the Unity engine is running one's game on a multicore device, is it very parallel? Or is it very-not-parallel?
Come to think of it that's a very basic question not to know! Heh! Cheers