UNET Rpc Order

Hello,

I have a situation where I need to send about 20-30 consecutive Rpc functions. I am noticing they are not being executed in order, I am seeing like 1,2,3,4,8,9,5,6, etc.

I have them setup as reliable. Is there anything I can do to guarantee they will be received in the order they were sent? Is this a bug?

Thanks!

From Unity Blog and in the docs: http://docs.unity3d.com/ScriptReference/Networking.QosType.html and is also available on http://docs.unity3d.com/ScriptReference/Networking.NetworkManager.html

ReliableSequenced perhaps since reliable is only reliable in any order. It’s not a bug, but you have to explicitly choose what channel you’d like to send data on. A typical networked game has many different kinds because one size does not fit all.

Exactly what I was looking for! Thanks!