I have a gun that sends a broadcast to create a non-networked projectile across all clients:
NNProjectileSpawnBroadcast broadcast = new NNProjectileSpawnBroadcast
{
ProjectileID = projectileID,
Position = pos,
Rotation = rot,
Speed = speed,
Lifetime = lifetime,
ParentEntityUUID = parentEntityUUID,
SpecParams = specParams,
ClientID = clientId,
SpawnTime = GameManagement.GetNetworkTime() // Convert current tick to time
};
InstanceFinder.ServerManager.Broadcast(message: broadcast, channel: Channel.Unreliable);
}
the problem is when I have an extremely high fire rate, say like 50 times per second, the network gets flooded with messages causing high bandwidth usage. Does fishnet have methods to help batch broadcasts/reduce the bandwidth with high amounts of broadcasts?