"I'm not 100% sure how to answer your question, but we have been considering a multi-transport option that allows one to spawn a TCP Transport as well as a UDP transport. Ultimately it brings the question, why not just use one transport or the other, as you have extra overheads and processing to deal with." Well I don't know about the technicalities of it, all I know is TCP better for reliable with delays and higher ping as the cost factor, and UDP better with unreliable sequenced where I don't care if a bunch of packets get missed out time to time, I'll just do something with the next packet, where the cost is well that is cost not caring about missed packets, the benefit being ping times and responsiveness just works a lot better without the delays inherit in using TCP. Which for my game I see advantages to using both so the hybrid approach of two different network transport connections kinda makes sense and I build things around utilizing UDP for fast moving data, and TCP for everything else that matters... I just know that not everyone has a super great connection (even minecraft was damn awful with any amount of packet loss, or ping to server that was in another country because it did use TCP for everything) and more people are wanting to play games with friends who live on the other side of the world.. and frankly TCP just sucks for doing that where ping time matters, but at the same time TCP is still useful in other areas.