Regarding your question on whether delegates are dependent or independent from Unity's framerate, there's no straight answer. It depends on how your delegates are called. Are they called from a thread? Are they executed in a thread?
Coroutines are not framerate independent, they are executed in Unity's loop.
The following script should shine a light on the difference between handling delegates in coroutines and in threads.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Threading;
public class DelegatesAndFramerate : MonoBehaviour {
delegate void MyDelegate();
MyDelegate myDelegate1; // done with coroutines
MyDelegate myDelegate2; // done with threads
Thread thread;
bool threadDone = false;
private int frameCount = 0;
private int delegate1CallCount = 0;
private int delegate2CallCount = 0;
private int callerLoopsCount_coroutine = 0;
private int callerLoopsCount_thread = 0;
void Start () {
myDelegate1 += Elab1;
myDelegate2 += Elab2;
StartCoroutine(CallerCoroutine());
thread = new Thread(new ThreadStart(CallerThread));
thread.Start();
}
void Update()
{
frameCount++;
}
void Elab1()
{
delegate1CallCount++;
}
void Elab2()
{
delegate2CallCount++;
}
IEnumerator CallerCoroutine()
{
while(true)
{
callerLoopsCount_coroutine++;
myDelegate1();
yield return null;
}
}
void CallerThread()
{
while(!threadDone)
{
callerLoopsCount_thread++;
myDelegate2();
}
}
void OnDestroy()
{
Debug.Log("Frame Count: " + frameCount);
Debug.Log("Delegate Call Count (Coroutine): " + delegate1CallCount);
Debug.Log("Delegate Call Count (Thread): " + delegate2CallCount);
Debug.Log("Caller Loops Count (Coroutine): " + callerLoopsCount_coroutine);
Debug.Log("Caller Loops Count (Thread): " + callerLoopsCount_thread);
threadDone = true;
thread.Join();
}
}
If you attach it to a GameObject and let Unity play for some seconds you'll see that the times the delegate was called from a coroutine is equal to the number of executed frames whilst the times the delegate was called from the thread will be way bigger.
I have experience in interfacing softwares similar to Pure Data and I think what you need is a (rather typical) thread with all your delegates there, create a queue of commands for Unity and digest it in Unity's Update.
Not knowing libPD in the specific this might not be the best practice for the case but it is a widely used approach. Basically the producer-consumer pattern.
Basing on the example GUITextScript.cs, libPD only requires you to subscribe to the right delegates. You don't have control on when these are executed, the library has; so if you keep having this issue it's worth submitting a bug report to the developers I guess.