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Unity SDK integrations pause and resume sessions in response to lifecycle events without knowing if a session is active. This causes repeated warnings from GlobalSessionManager ("Attempted to pause/resume a session, but a session has not been started") with no way for integrations to prevent them.

_options.LogWarning("Attempted to resume a session, but a session has not been started.");

This PR adds IHub.IsSessionActive to allow checking session state before pause/resume operations. This also gives users insights into whether there currently is a session active. I don't know how else they are supposed to deal any manual session handling anyway.

@bitsandfoxes bitsandfoxes merged commit cde2961 into version6 Oct 29, 2025
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@bitsandfoxes bitsandfoxes deleted the feat/active-session branch October 29, 2025 16:01
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4 participants