Even if you increase UnityTransport's Queue Size and Batch Size, if the size of the packet you send at once exceeds 60k, you will get an error in the Write function of ReliableUtility class. Looking at the code, FragmentationPipelineStage cuts packets into NetworkParameterConstants.MTU units, the error seems to happen because the window size is 32. (32 * MTU ~= 42k) If there are about 1,000 NetworkObjects in a scene, this happens because you receive 1,000 pieces of information at once when you access. In this case, can we double the MTU? Or is there another way?