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Question by Slight0 · Aug 22, 2015 at 10:51 PM · unity 5networkingfile

Unity 5 Networking Stream file or bulk data to client.

Due to the nature of my game, when the client connects they will often be sent a "large" amount of data (~0.5 - 1MB) and it's structure is essentially a binary file that should be compressed.

What's the best way to go about sending this data with the new UNet system? I assume I should use a QOSType.ReliableSequenced channel as I've read here that it is analogous to a TCP stream and should be used for sending files.

Is it my job to break up the data into packets by the max packet size and send them individually or is there a less involved way? If I do it myself I will have to be cautious of the ConnectionConfig.MaxSentMessageQueueSize which defaults to 128.

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