Failed to send internal buffer channel Error through UNet

Hi Guys
My problems
I had a problem to send big size of bytes through UNet.
I transfer a render texture to a texture 2D and encode it to an array of byte.
And I want to transmit those bytes from server to client.
The way I transmit is similar to this reference in Stack Overflow
uNET - Send big amount of data over network (How to split send byte[ ]?)

My Configures
The average size is from around 9000 bytes to 12000 bytes.
My send rate is 10 times per seconds.
My Channel is Reliable Sequenced (the default channel 0 in NetworkManager)
There is only one client and the server itself.

It worked at the first 190 to 205 transmissions, and after that it jumps out three error.

It sometime jumps out a no Resources error. And I increase the maxSentMessageQueueSize to 512 and the error somehow disappear.

I don’t know if this is a proper way to transmit a big data, if there is any other way, please tell me.
Thanks a lot!

Reliable Sequenced channel setting won’t send packets larger than the configured packet size (default something like 1500, which is the max over the internet, but you’ll likely need to actually set it smaller). There is the fragmented channel setting you can use instead, but I saw bugs with it which prevented me from using it - maybe it will work for you, my blocker was when sending large strings. If you don’t use fragmented then you’ll need to fragment the messages yourself and recombine them.

But Unet is basically abandoned, so you should switch to another network API unless your game is like 99% done right now.