I'm building a prototype for a fighting game (not vs, something like Final Fight). I'm trying to define the data for the player combo tree and had a look around looking for inspiration and have seen games like Street fighter that base its combo timming on frames instead of time. The game is locked at a fixed frame rate too.
My question is, my game is targeting Windows, so, there are a lot of processes running in a computer. If I base my combo timmings on frames, can't a cpu spike produced by another process break my game?
A solution to fix this is to check every Update() how many real logic frames have passed (based that we want our game to run at 60 logic frames) and run the combo system all these number of frames at once. But not sure if this would work.
Beside all this, another problem is that Unity does not provide a separated thread for rendering and logic that could be configurable and accesible by the developer (It does not even have a frame rate independent input system shame).
Well, what do you think?