Hey, optimization of bandwidth consumption is an essential issue for multiplayer games. Unfortunately, I have not found a documentation of the bandwidth consumptions / overheads of UNET HLAPI features such as ClientRPC, Command and SyncVar. Especially in order to create a decent network architecture design, I would like to know how much bandwidth is basically consumed by these functions at bare bones (e.g. header data only, without the actual data). This information seems to be crucial in order to implement proper designs and bandwidth optimizations. For example, if I send a ClientRPC with just a single byte, how much bandwidth does it actually consume in total? Same question for SyncVar and Command. Any help is much appreciated.