Sorry if I was unclear but the packet loss was just recreate a live bug.
This has actually been happening to a tester on a production build with no simulation.
I looked at this forum post and other people have been having performance/connections issues with this.
One other post that looks like you replied to
I’m not too versed in WebClient but since that function reads the bytes from the Unity website it might cause some lag on bad connections since we are loading the Unity3d website just to check a connection. I was thinking that they could just use an async function of that.