After looking at the NetworkConnection i was left puzzled by two things - How do peers knows how to unpack NetworkEvents ? In my implementation i have an Id for each events on both machines that i send with the data so the other side knows how to unpack the events but in FPS Sample the only thing done is to add received events never seen before in a list but i'm not sure how this can help so how does it works ? - Is there a concept of reliable ordered messages in FPS Sample it seemed at first that packets were only reliable leaving the ordering to the consumer systems (or not) but for something like the chat ? i don't see any traces of ordering, the chat seems to consume data as it comes so what ? is there a possibility to have your chat messages in the wrong order ?