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# helpdesk
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a
Hi Shaan! If it’s actually critical for you to avoid packet loss, you can
DataPacketKind.RELIABLE
to cause LiveKit to resend packets until they are received. Probably, though, you’ll want your game engine to just deal with packet loss. I’m not a real gamedev 😅 but you can find an intro to the basic strategies here: https://arstechnica.com/gaming/2019/10/explaining-how-fighting-games-use-delay-based-and-rollback-netcode/
Oh also, if you implement a DataChannel transport for LiveKit, you can use the Unity netcode for free: https://github.com/Unity-Technologies/com.unity.netcode.gameobjects
(we plan to include that in our SDK in the future)
l
Thanks @acoustic-engineer-41666 for the detailed overview! We wanted to confirm that there was something native in livekit we were not missing. adding this to SDK would be good addition to get on par with other solutions like photon and mirror 🙂
so I am glad you are thinking about it