- Home /
How to avoid overflowing network Channels
Hi, I need to send a lot of data from server to clients. I use "NetworkServer.SendToClient". I need to send multiple "packets" because one message can have max. size of 65536B. When I send more than 5-6 at the time, I get channel overflow errors, or data gets partially lost. I avoided it by sending one message every second, but it is slow.
How can I avoid overflows? How could I use other channels and would it help? How can I check on server side, if message sent by "NetworkServer.SendToClient" has arrived to client?
Thanks.
Your answer
![](https://koobas.hobune.stream/wayback/20220612110441im_/https://answers.unity.com/themes/thub/images/avi.jpg)
Follow this Question
Related Questions
Messages in Multiplayer 0 Answers
Unity networking tutorial? 6 Answers
Whats wrong with this mutiplayer script 1 Answer
How to update NetworkView on child transform when only the parent is moving? 1 Answer
Smartfox Multiplayer Update problem 0 Answers