NetworkVariables with Unreliable delivery - is it possible?

Can the NetworkVariables use the Unreliable or UnreliableSequenced NetworkDelivery? It seems like they are hardcoded to use ReliableFragmentedSequenced currently.

I’m trying to lower the latency for a realtime game and wanted to try if sending some non-critical NetworkVariables over unreliable channel would help.

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Hi @DoN2kcz , you can use unreliable RPCs instead