I've got a game that each player is controlling multiple units. Currently, I have it such that every unit in the game sends its position and rotation to the server (at 60fps speed in Unity's Update() method) and then broadcast to all other players. I'm testing using about 20 units and it seems to be flooding the network and the game disconnects. Does it make a difference if each unit is sending its own Message.Create(), or is it more efficient to create one Message.Create() and then message.add() all the unit positions & rotations into one large message?
I'm sure there's a better way.