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Can a client use both unreliable and reliable UDP in the same instance? #9

@bag7dad

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@bag7dad

In Unity, most data syncing occurs unreliably, but sometimes there is a need to send reliable data to the same client within the same room.
I think it's better to add options with the send() method, such as sendOptions.reliable and sendOptions.unreliable. Also, is sendOptions.reliable sequenced?

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