Hello,
I’m developing a large multiplayer game and I’m getting really strange errors since I feel they should not be there. The lag would kick in after few minutes and it would grow and grow.
[Here was a lot of info which I removed due to problem being solved]
For future reference errors I was getting was depending on network manager configuration: NoResources, SendBytesToReadyFailed, BufferLimitReached, Channels not initialized…and so on…
How I fixed the errors is I compressed everything, instead of using short I used byte ![]()
Then I checked out the profiler which helped me the most. In profiler I saw one type of message being sent every fixed frame which probably caused network to fail, I changed that message to be sent only when it needs to be sent (and that is every 0.1f second or on state change in my case).
Here is the settings I used if anyone struggles to make stable network.
