Failed to send internal buffer channel and NoResources errors

I keep getting these errors with multiplayer and I’m not sure exactly what they mean. There’s very little information about it online. Could anyone clarify what NoResources means, exactly?

Failed to send internal buffer channel:1 bytesToSend:24
0x00007FF7B1CC5C1F (testgame) [stackwalker.cpp:1089] StackWalker::GetCurrentCallstack 
0x00007FF7B1CC781B (testgame) [stackwalker.cpp:1065] StackWalker::ShowCallstack 
0x00007FF7B19173E6 (testgame) [stacktrace.cpp:72] GetStacktrace 
0x00007FF7B1915935 (testgame) [logassert.cpp:1218] DebugStringToFile 
0x00007FF7B1915CFC (testgame) [logassert.cpp:1184] DebugStringToFile 
0x00007FF7B194FA20 (testgame) [unityenginedebugbindings.gen.cpp:42] DebugLogHandler_CUSTOM_Internal_Log 
0x00000000049B3A58 (Mono JIT Code) (wrapper managed-to-native) UnityEngine.DebugLogHandler:Internal_Log (UnityEngine.LogType,string,UnityEngine.Object)
0x00000000049B395C (Mono JIT Code) UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
0x00000000049B37E0 (Mono JIT Code) UnityEngine.Logger:Log (UnityEngine.LogType,object)
0x0000000004A123A0 (Mono JIT Code) UnityEngine.Debug:LogError (object)
0x00000000049E697E (Mono JIT Code) UnityEngine.Networking.ChannelPacket:SendToTransport (UnityEngine.Networking.NetworkConnection,int)
0x00000000049E6763 (Mono JIT Code) UnityEngine.Networking.ChannelBuffer:SendInternalBuffer ()
0x00000000049E6419 (Mono JIT Code) UnityEngine.Networking.ChannelBuffer:SendBytes (byte[],int)
0x0000000004A12319 (Mono JIT Code) UnityEngine.Networking.NetworkConnection:SendBytes (byte[],int,int)
0x0000000004A1211E (Mono JIT Code) UnityEngine.Networking.NetworkServer:SendBytesToReady (UnityEngine.GameObject,byte[],int,int)
0x0000000004A11E2F (Mono JIT Code) UnityEngine.Networking.NetworkServer:SendWriterToReady (UnityEngine.GameObject,UnityEngine.Networking.NetworkWriter,int)
0x00000000049D4366 (Mono JIT Code) UnityEngine.Networking.NetworkIdentity:UNetUpdate ()
0x00000000049D364E (Mono JIT Code) UnityEngine.Networking.NetworkServer:UpdateServerObjects ()
0x00000000049D2DBB (Mono JIT Code) UnityEngine.Networking.NetworkServer:InternalUpdate ()
0x00000000049D2D20 (Mono JIT Code) UnityEngine.Networking.NetworkServer:Update ()
0x00000000049D2C75 (Mono JIT Code) UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate ()
0x0000000004990553 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void (object,intptr,intptr,intptr)
0x00007FF98F7A519B (mono) mono_set_defaults
0x00007FF98F6F84FD (mono) mono_runtime_invoke
0x00007FF7B187346D (testgame) [scriptinginvocation.cpp:183] ScriptingInvocation::Invoke 
0x00007FF7B1C83FB8 (testgame) [unetutility.cpp:34] `UNET::ScriptingUpdater::Init'::`2'::PreLateUpdateUNetUpdatestruct::Forward 
0x00007FF7B1844D30 (testgame) [player.cpp:2090] PlayerLoop 
0x00007FF7B19010D0 (testgame) [winmain.cpp:217] PerformMainLoop 
0x00007FF7B19018CA (testgame) [winmain.cpp:580] MainMessageLoop 
0x00007FF7B1904A5D (testgame) [winmain.cpp:1017] PlayerWinMain 
0x00007FF7B1DB7F84 (testgame) [crt0.c:275] __tmainCRTStartup 
0x00007FF99E7713D2 (KERNEL32) BaseThreadInitThunk

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Send Error: NoResources channel:1 bytesToSend:24
0x00007FF7B1CC5C1F (testgame) [stackwalker.cpp:1089] StackWalker::GetCurrentCallstack 
0x00007FF7B1CC781B (testgame) [stackwalker.cpp:1065] StackWalker::ShowCallstack 
0x00007FF7B19173E6 (testgame) [stacktrace.cpp:72] GetStacktrace 
0x00007FF7B1915935 (testgame) [logassert.cpp:1218] DebugStringToFile 
0x00007FF7B1915CFC (testgame) [logassert.cpp:1184] DebugStringToFile 
0x00007FF7B194FA20 (testgame) [unityenginedebugbindings.gen.cpp:42] DebugLogHandler_CUSTOM_Internal_Log 
0x00000000049B3A58 (Mono JIT Code) (wrapper managed-to-native) UnityEngine.DebugLogHandler:Internal_Log (UnityEngine.LogType,string,UnityEngine.Object)
0x00000000049B395C (Mono JIT Code) UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
0x00000000049B37E0 (Mono JIT Code) UnityEngine.Logger:Log (UnityEngine.LogType,object)
0x0000000004A123A0 (Mono JIT Code) UnityEngine.Debug:LogError (object)
0x00000000049E6B8D (Mono JIT Code) UnityEngine.Networking.ChannelPacket:SendToTransport (UnityEngine.Networking.NetworkConnection,int)
0x00000000049E6763 (Mono JIT Code) UnityEngine.Networking.ChannelBuffer:SendInternalBuffer ()
0x00000000049E6419 (Mono JIT Code) UnityEngine.Networking.ChannelBuffer:SendBytes (byte[],int)
0x0000000004A12319 (Mono JIT Code) UnityEngine.Networking.NetworkConnection:SendBytes (byte[],int,int)
0x0000000004A1211E (Mono JIT Code) UnityEngine.Networking.NetworkServer:SendBytesToReady (UnityEngine.GameObject,byte[],int,int)
0x0000000004A11E2F (Mono JIT Code) UnityEngine.Networking.NetworkServer:SendWriterToReady (UnityEngine.GameObject,UnityEngine.Networking.NetworkWriter,int)
0x00000000049D4366 (Mono JIT Code) UnityEngine.Networking.NetworkIdentity:UNetUpdate ()
0x00000000049D364E (Mono JIT Code) UnityEngine.Networking.NetworkServer:UpdateServerObjects ()
0x00000000049D2DBB (Mono JIT Code) UnityEngine.Networking.NetworkServer:InternalUpdate ()
0x00000000049D2D20 (Mono JIT Code) UnityEngine.Networking.NetworkServer:Update ()
0x00000000049D2C75 (Mono JIT Code) UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate ()
0x0000000004990553 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void (object,intptr,intptr,intptr)
0x00007FF98F7A519B (mono) mono_set_defaults
0x00007FF98F6F84FD (mono) mono_runtime_invoke
0x00007FF7B187346D (testgame) [scriptinginvocation.cpp:183] ScriptingInvocation::Invoke 
0x00007FF7B1C83FB8 (testgame) [unetutility.cpp:34] `UNET::ScriptingUpdater::Init'::`2'::PreLateUpdateUNetUpdatestruct::Forward 
0x00007FF7B1844D30 (testgame) [player.cpp:2090] PlayerLoop 
0x00007FF7B19010D0 (testgame) [winmain.cpp:217] PerformMainLoop 
0x00007FF7B19018CA (testgame) [winmain.cpp:580] MainMessageLoop 
0x00007FF7B1904A5D (testgame) [winmain.cpp:1017] PlayerWinMain 
0x00007FF7B1DB7F84 (testgame) [crt0.c:275] __tmainCRTStartup 
0x00007FF99E7713D2 (KERNEL32) BaseThreadInitThunk

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

SendBytesToReady failed for SimpleBoxPrefab(Clone) (UnityEngine.GameObject)

Any information would be appreciated. I’m not even really sure what part of the code is causing the problem as the trace doesn’t reference any of my code.

This appears to have just been the game attempting to send entirely too many updates across the network. Most of my NetworkTransforms had a Network Send Rate set as high as it would go with hundreds of objects. Network Send Rate is how many updates per second are sent, not updates every X seconds.