I'm currently having that error that, when the message is bigger than the MTU and the channel is Reliable Sequenced, it fails to send and logs the error.
The problem is that the log is from UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate() and when I double click the error, it doesn't show which gameobject threw it or which scripts it traces back to.
Is there a way to figure this out?
The problem is that the log is from UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate() and when I double click the error, it doesn't show which gameobject threw it or which scripts it traces back to.
Is there a way to figure this out?