Hi,
In a multiplayer game, I would like to send a picture from the host to the peers. It works perfectly for very small pictures of a few kilobytes, but when I send a picture of 400 kB, both the host and the peer disconnect immediately.
I store the picture in a BinaryData object and send it as a text message using BinaryData.GetBase64 to convert it into a string.
Is there a maximum message size?
Using reliable ordered or reliable unordered transmission does not make a difference.
Is there another way to send large amounts of data?
I understand that sending large amounts of data can cause lag, but in my situation, time is not an issue."
Thanks, Wim