UnreliableEvents freezes new packets whenever an Asset Loads

In my game (BrawlR), there is a notorious problem with UnreliableEvents, which appears to cease reading any new packets delivered from the server whenever a Mesh or Texture needs to be loaded on the Client for the first time.

I run a custom engine through which we send the state of the game [Server->Client] 20 times a second. It works flawlessly; However, In this clip you can see a bit of lag (it varies depending on internet speed) when the teapot is being loaded for the first time. It doesn’t happen the second time.

The workaround for this would be to “preload everything you’d expect to show-up” but that isn’t scalable and hard to predict exactly.

Expected behavior

Mesh/Texture loading would work asynchronously and no UnreliableEvent packets would be dropped.

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Thanks for the report! We’ll follow up when we have an update for you.

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Hi. Any updates on this? It still happens and I have still been using the workaround ever since.

Hi @DukeAunarky

A Player currently does not reserve the bandwidth needed for unreliable events, and there is a possibility of an asset hogging bandwidth coming over HTTP, including mesh/texture. This will be addressed by a future enhancement that reduces contention between these downloads and controls bandwidth allocation. We don’t have an exact timeline for the enhancement yet.

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