Too many object on server?

I have game-objects that are items to collect by player, and if the client gets a lot of these items when logging in to server, he gets an error:

Payload of size 18335 larger than configured 'Max Payload Size' (6144).

Every item is simply obiect with component NetworkObject, nothing specials

Why server send all objects in one big payload? Why not divide them into parts?

The problem does not occur if even several thousand objects are created when the player is already connected to the server.

It might be worth doing a search for Simon Lemay’s posts where he talks about how large payloads are handled.

You could take the easy way out which I do and set the Max Payload Size to some arbitrary high value for now until the error goes away and then come back to the issue later.

I have a very large network list of structs that on game start take a long time to reach the client and I’ll need to find a solution to that at some point.

On the next update that wont be an issue anymore since reliable messages will ignore the MaxPayloadSize and still send all the informations.

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