Hello everyone
I have created a ASP.NET server with a RESTful API to store Unity transforms in an SQL database.
It is possible for different clients to sync data (transforms) with each other.
The problem which occurs is that, when scaling the scene up to several thousands of objects or at times even merely a couple hundred, it results in sluggish performance. Monitoring the network traffic shows that up to 10 Mbps is transferred while the same test reveals that online multiplayer games send data at around 256 Kbps, if not less.
Clearly, sending updates in json format is …