Hello. I am working on a high-projectile portion of my project. I believe that, in a worst-case scenario, I will need to handle between 250 - 300 projectiles for a 2D game. I didn't think this would be too much, but it appears that it might be. By the time I get to ~100 projectiles, I am below 30 fps and the clients begin to fail. Running 1.0.0-pre.4 Profiling blames it on a massive amount of GC.Allocs and network activity. I've tried a couple of approaches, and I'm looking for any other approach that might help. At first, because these are simple and only need to visually represented on clients, I attached a NetworkTransform to them. This actually seems to hit an issue before other approaches. In 1.0.0-pre.2, they introduced the BufferedLinearInterpolator which throws an overflow exception any time the render time falls behind (I'm doing some guessing here, I didn't look too far into it). I am getting the following error which leads me to this conclusion: Another approach I've used is NetworkVariables and set them in code. I think this might actually be a worse solution. It avoids the Interpolator bug, and while I'm not able to check it, I assume this would actually result in more network activity than NetworkTransform. A third approach (one I am currently looking for advice on) is to come up with a system to potentially batch the position update messages and rate limit them. I could probably get away with updating them every 50-100ms instead of every FixedUpdate. I would like to A) Know if this functionality already exists. Perhaps NetworkVariables already do this under the hood and I just don't see any documentation for it and B) Is there a better alternative that I haven't though of. I'd also be interested in knowing if there is a way to make these specific NetworkVariables use a different transport model. I only care about the most recent value so if there's a bit of lag, any other messages can be happily discarded. I don't know if I can do it as granular as per-variable.