Random disconnects between NetworkServer and NetworkClient in LAN

I’m working on 2 different apps, a WLAN-connected VR Player for the GearVR (=Client) and a Video Remote Control for Android (=Server).

After being connected thanks to NetworkDiscovery, my applications use NetworkClient and NetworkServer classes only to send messages, so no NetworkManager, no matchmaking, also no internet connection.

Each client, in order to keep its info updated, sends each 500 milliseconds a custom message to the server with:

  • 5 int variables (=20bytes)
  • 3 double variables (=24bytes)
  • 2 bool variables (=2 bytes)
    So minimum 46 bytes + overhead

Current ConnectionConfig is just
1 ReliableChannel
1 UnreliableChannel
everything else is default but I’m trying also to tinker with other settings

So far with 5 Clients connected to they, sooner or later (like 2 minutes) all start to disconnect, one after the other.
I handled with a simple NetworkClient.Connect() but I’d rather not have it disconnect at all.

Perhaps a problem with max bandwidth usage?

up

There is no limit on max bandwidth on LAN like on the relay, you could of course send too much and flood the send buffer/queues etc but sounds like you’re using very little bandwidth, almost nothing really, so that’s unlikely. Does this happen on standalone platforms or something else (like android)? Have you tried using the latest Unity version (could be related to reliability bug already fixed)?