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Resolved NetworkVariables with Unreliable delivery - is it possible?

Discussion in 'Netcode for GameObjects' started by DoN2kcz, Mar 16, 2023.

  1. DoN2kcz

    DoN2kcz

    Joined:
    Apr 3, 2020
    Posts:
    4
    Can the NetworkVariables use the Unreliable or UnreliableSequenced NetworkDelivery? It seems like they are hardcoded to use ReliableFragmentedSequenced currently.

    I'm trying to lower the latency for a realtime game and wanted to try if sending some non-critical NetworkVariables over unreliable channel would help.
     
  2. RikuTheFuffs-U

    RikuTheFuffs-U

    Unity Technologies

    Joined:
    Feb 20, 2020
    Posts:
    302