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?
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.