Hello!
As y'all might remember, I'm using Unity 2017.3 with .NET 4.6 and Firebase Real-Time Database :)
However, I'm having an issue where calls to Firebase's asychronous API end up stalling both Unity's updates and rendering. This seems like surprising behavior to me since I wrote this program in an fully asynchronous way as to avoid such stalls :)
Specifically, the stalls seem to happen when I call SetRawJsonValueAsync. These are called from the Unity UI event handlers (onClick, for example). These stalls also happen when I use PutBytesAsync with Firebase Storage.
So far, I have not done anything in particular with Unity's synchronization context API, so unless your SynchronizationContextBehavior type is doing something when spanwed on the Firebase Service gameobject at run-time, it looks like we should be using Unity's default synchronization behavior. Another fact that might be germane is that I'm making these calls via the async keyword via UniRx - but that's just a relatively light-weight abstraction over Tasks, AFAIK.
Might I have forgotten to set something up, such as override the way Unity's synchronization context, in order to use Firebase asynchronously?