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Feature Request Break up initial send of Network Objects on client connect

Discussion in 'Netcode for GameObjects' started by Mimsy, Feb 1, 2022.

  1. Mimsy

    Mimsy

    Joined:
    Sep 3, 2013
    Posts:
    1
    After creating a large amount of Network Objects in a host, a client can no longer connect due to max message size from the objects all trying to talk to the client at once. Is there any plan to allow us (or automatically) queue or break up this initial send in some fashion?

    For testing purposes I'm just forcing all players to connect before spawning objects, but will need a solution longterm, so if there is some functionality/work arounds I'm missing please let me know.

    Thanks!
     
  2. cerestorm

    cerestorm

    Joined:
    Apr 16, 2020
    Posts:
    656