Failed to send internal buffer

When run on the local machine (standalone), all works without problems. When working through the (android) I get the connection error after 10 seconds of work.

Failed to send internal buffer:1 bytesToSend:83
UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate()
Send Error: NoResources channel:1 bytesToSend:83
UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate()

[Command] 100
[ClientRPC] 300

Any can help?

Yeah, take a look at the documentation for the upcoming 5.6 release on the ConnectionConfig settings: Unity - Scripting API: ConnectionConfig

Before this, it was a little hard to understand what the “NoResource” error meant, because the choice of wording suggests maybe a lack of system resources. In actual fact, it refers to the internals of unet running out of allocated resources (such as the maximum number of messages in buffers etc).

Most have found that increasing the maximum message count solves the issue that you are facing, however it’s important to note that if you’re seeing this error, you’re probably sending far too many messages over the network, or messages are piling up quicker than they can be processed. So i’d recommend looking at ensuring that you are sending as few messages as possible (with as little bytes as possible) over time, and consider upping your limits as a temporary solution.

Hopefully this helps. Good luck!

1 Like

thx its work

Hi i’m facing the same problem after upadting to 5.6…

here is my settings :

        myNetworkManager.connectionConfig.NetworkDropThreshold = 45;
        myNetworkManager.connectionConfig.OverflowDropThreshold = 45;
        myNetworkManager.connectionConfig.AckDelay = 200;
        myNetworkManager.connectionConfig.AcksType = ConnectionAcksType.Acks128;
        myNetworkManager.connectionConfig.MaxSentMessageQueueSize = 300;

@Acagamesru What did you change in your connectionConfig ?

Thanks

Having the same issue, what gets around this?

Send Error: WrongConnection channel:
What is this, this continues in 2017.2.1f version on my server sending messages through 48 clients.

same problem here, anyone knows how to solve it ?
about 30/36 players here