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feat: reducing MaxPacketQueueSize to 256 [MTT-4595] (#728)
* reducing MaxPacketQueueSize to 256
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Assets/Prefabs/NetworkingManager.prefab

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@@ -45,7 +45,7 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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m_ProtocolType: 0
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m_MaxPacketQueueSize: 512
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m_MaxPacketQueueSize: 256
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m_MaxPayloadSize: 32000
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m_MaxSendQueueSize: 50000000
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m_HeartbeatTimeoutMS: 500

CHANGELOG.md

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@@ -30,7 +30,8 @@ Additional documentation and release notes are available at [Multiplayer Documen
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* Configured the NetworkTransform components of every NetworkObject to reduce the bandwidth usage (#716). This prevents the unnecessary synchronization of data that clients do not need, i.e. a character's scale or y position. In the case of a character, it reduced the size of each update from 47B to 23B.
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* Instead of a NetworkBehaviour that carries a WinState netvar we now pass the win state on the server to the PostGame scene and it then stores that state in the netvar, eliminating the need to preserve a NetworkBehaviour-bearing gameObject across scenes. (#724)
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* Bump to NGO 1.0.1 (#720)
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*
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* Reduced the MaxPacketQueueSize UTP parameter value from 512 to 256 (#728). This reduces the amount of memory used by UTP by around 1 MB. Boss Room does not need a bigger queue size than this because there can only be 7 clients connected to a host and UTP already limits the maximum number of in-flight packets to 32 per connection.
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*
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### Removed
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*
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### Fixed

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