Hello, we are using PlayFab Multiplayer for our game, and when players connect, they need to download a large amount of game data which is sent through network packets.
The issue is that it seems that we are sending the packets too quickly, and PlayFab seems to "overload" with too many packets and shuts down.
Is there a way to detect when this happens? Is there a call being issued somewhere in the PlayFab code saying that a packet that we are sending through PlayFabMultiplayerManager.Get().SendDataMessage() where we can immediately detect if the packet sending process fails, and we must wait until the process is ready to continue, then continue to send packets?
Or do we simply need to manage and throttle our packet sending speed?
Thanks!