I have to send about 14k of data at the start of my game to be drawn on the client when it is received. That is too large for a single message normally. I could break it up myself, but that really gets complicated to round up all the pieces and know when they are all sent and ready for drawing and what exactly to do in the meantime. It would be cleaner on my end if I could use NetworkServer.SendToClient all in one piece. I think that function only uses channel zero correct? Can I make channel zero accept fragmented messages?
Wow, I see I can do it in the inspector. I will try it out.
EDIT: It works! Thank goodness.