I’m currently doing tests with the LLAPI (reliable), and am getting ‘NoResources’ errors. I’m logging various stats provided by NetworkTransport, including GetAckBufferCount, and have found it to always be giving 0, despite my knowledge that a high number of reliable messages are being sent.
Is this message incorrectly hooked up internally? Am I using it incorrectly?
I am using Unity 2017.1.1f
Well GetAckBufferCount returning 0 is actually a good thing. It will only contain a value greater than 0 if there are pending messages. Do you actually test in a network or do you test locally? If you send messages locally you basically have a latency of 0 so pretty much all of your messages get delivered and acknowledged immediately. Try an actual network connection. You need at least two physical devices for this. Virtual machines usually have no latency as well as they basically share the same local network without ever going to any (physical) network hardware.
Well the possible causes for a “NoResources” error isn’t yet specified. I haven’t use “GetAckBufferCount” myself so i can’t tell if it actually works or not.