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Continuosly Sending high amount of data over LAN problem
Hello,
So we are able to sync the video feed almost real time over LAN right now but when we bump up the synced video quality too high we start getting errors that don't really explain why the sending/receiving fails.
The errors we start getting when bumping up the video quality and therefore increasing the amount of data synced higher are:
Failed to send internal buffer channel:2 bytesToSend:38872 UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate() Send Error: NoResources channel:2 bytesToSend:38872 UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate()
The bytesToSend: in the error ranges all the way from 50 to 40000. The error starts happening when the networking exceeds around 10-15mb/s
We are using unreliable fragmented QoS and networkClient.SendByChannel/NetworkServer.SendByChannel with a MessageBase implementation containing a byte array (with default serialization) to send the data. Our LAN setup between the machines is wired. We are using Unity 2018.2.5f1
What resource is the NoResources error referring to? Is there a setting to increase the limit of this "resource"?
also is there a way to allow UnreliableFragmentedSequenced QoS to send bigger messages than the default limit? This QoS would work best for video syncing since the video data would be in order.
Thanks!