I've created a new simple project using netcode for entities and connect to a relay server and lobby using unity's multiplayer services. When I'm running my game in the editor I see this warning message every tick:
Server Tick Batching has occurred due to the server falling behind its desired `SimulationTickRate`. An average of 1.75 ticks per frame has been detected for the last ~4 frames.
But the game is still playable. If build and then play the game I get a similar error message in my logs roughly every 5 seconds and it makes the game almost unplayable because of the constant rollback