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Bandwidth Overheads of UNET HLAPI features (ClientRPC, Command, SyncVar)

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Hey,

optimization of bandwidth consumption is an essential issue for multiplayer games.

Unfortunately, I have not found a documentation of the bandwidth consumptions / overheads of UNET HLAPI features such as ClientRPC, Command and SyncVar.

Especially in order to create a decent network architecture design, I would like to know how much bandwidth is basically consumed by these functions at bare bones (e.g. header data only, without the actual data). This information...

Bandwidth Overheads of UNET HLAPI features (ClientRPC, Command, SyncVar)

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