Hi,
I have a multi-platform game that is showing some weird behavior on the Nintendo Switch, after a player joins the same network as the other player I send a message containing the state of the game (about 15kb) and after that the party state is automatically changed to PARTY_STATE_CHANGE_TYPE_INVITATION_DESTROYED and the connection of the network is lost on both ends.
This behavior only happens on the Nintendo Switch and only when its a Nintendo Switch sending the 15kb message (if it is other platform, Android, iOS, Windows, etc) for the Nintendo Switch the game flow works as expected.
Already configured the socket options with 512kb across the board but the issue persists, I'm using the party sdk for Unity (1.7.6.0-sw.0)
Any ideas what is happening? It's obviously something regarding the switch implementation of the SendDataMessage but I can't figure out what I can do in order to work around it.
FYI, I'm sure the issue is that message because if I don't send it (and just send smaller mock data) the game connection never fails.