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Question Getting Custom Player data at server start

Discussion in 'Game Server Hosting' started by erdmannjacob0, Mar 11, 2023.

  1. erdmannjacob0

    erdmannjacob0

    Joined:
    Nov 23, 2021
    Posts:
    16
    Hello all,

    I have been using multiplay and matchmaker to test a multiplayer game, I need to send in the game custom items that the player equips in a lobby, I have been adding that data here :
    ClientSingleton.Instance.Manager.User.Data
    but there is a limit to this, somewhere around 1024 bytes before you will get a connection refusal because they payload is too big. Is there an alternate way to pass in custom data or should I just focus on better serialization and data minimization. The items are all stored in the Economy system, so maybe I could just stored their ids and then pull them from the economy once the character is loaded in?