Hi, so I have some questions about sending relatively large amounts of data compared to a usual RPC you may send in a game. First of all, some background information: I am working on a small tank game where the networking structure is that a player is a host and they host from their computer for other players (allows unity relay, nat punchthrough, and lan play). I am worrying about how much data I can send because I want to allow users to create their own maps. They will most likely be sent as a serializable class or an ascii string. Note that while the maps wont be super complex, I basically just need an array of point A to point B. Here is what a map looks like:
A quick look at the NetworkTransport.Send() method doesnt give me an insight as to of how much data I can send in a single call. Unity - Scripting API: Networking.NetworkTransport.Send . Is there a limit to how much data I can send? In some of the demo code by Unity they always use a byte array set to a length of 1024. Is this my limitation? Thanks.