Which version of Unity Transport are you using? That’s definitely a bug in the latest experimental release (2.0.0-exp.6), but I’m not sure how this could occur in 1.X. I’ll add extra safety checks there just in case, but if this was observed in 1.X then it could mean there’s something going on here that needs further investigation.
Yeah that’s pretty weird, I wouldn’t expect that to happen in 1.2.0. Still, I’ve added extra safety checks to ensure we don’t warn if the queue count is 0. This will be part of release 1.2.1 (release date is yet unknown). I’ve also added a note on my end to dig a bit further to find the root cause of what caused this issue. Thanks again for reporting this!