I have a message that I know is 2462 bytes long, and I am sending it on a channel with QoSType ReliableFragmented by using NetworkTransport.Send() on my server. My GlobalConfig and ConnectionConfig all have default values.
However, the client never manages to receive the message. It does receive all other messages without problem, and can also receive the 2462 bytes message just fine if I bump up the max packet size to 3000 in GlobalConfig and packet size to 3000 in ConnectionConfig.
My conclusion is that I either don’t know how to use fragmentation correctly, or misunderstood what fragmentation is supposed to do, or it’s a bug (I’m guessing it’s probably not a bug). Is there anything special we need to do to make fragmentation work?
I would’ve expected that sending a 2500-bytes message on a fragmented channel would’ve resulted in the message getting divided automatically into 500-bytes packets (default size), and then get sent, and then the client on the other side would’ve gotten a network data receive event once it put all the pieces back together.
I am using Unity 5.6.2p4