Send a mesh filter data(640kb) via PUN/UNET/Any network continously

I’m trying to send a mesh data(Mesh filter component) via Photon Unity Networking continuously. Also, it needs to be in sync like transform component. I tried using UNET, but I was not able to send the data(vertices,uvs,triangles approx 640kb) even after splitting the data in small chunks(because of channel buffer limit).

When I try sending the data using PUN, Unity Editor crashes.

In short, I need to send a 640kb data continuously via network in realtime.
Is there any way I can solve this problem?
It will be really helpful. Thank you in advance.

Note: Mesh data is from kinect sensor

You’d better think about some smart way how to sync what you are doing on the server and do some kind of prediction on clients.
If you really need to update the whole mesh (I doubt it, there is always another way), perhaps you can try using some data compression, both lossless (LZMA or something) and lossy (do you really need floating point precision everywhere?). You may use some concept of dirtiness of certain areas of your mesh, so you only update what’s been changed. Perhaps you can update just every 10th vertex every frame.

If you describe what’s the exact purpose of transferring the mesh, people will be able to help you with a better solution.