Delivery Mode

Explains the types of Messages Delivery Modes (Reliable and Unreliable)

Reliable Message

ObjectNet can deliver messages in a reliable way, this means that the Transport Layer will ensure that the message arrives on the network peer.


Normally, this message is sent over a TCP network nonetheless, this may depend on transport layer implementation and can use another protocol such as reliable UDP to ensure delivery.


This method is commonly used for punctual events that will not be sent twice, for example :

  • Player is death

  • Player was spawned

  • Object was picked

  • Etc...


For messages and events that will be repeated all the time, we suggest using the Unreliable method.


Unreliable Message

ObjectNet can deliver messages in an unreliable way, which means that the Transport Layer will not ensure that the message arrives on the network peer.


Normally, this message is always sent over the UDP network.

This method is commonly used for punctual events that will be repeated all the time, for example :

  • Player position

  • Player rotation

  • Player input controls

  • Etc...

The reason why these messages are sent all the time is because Unreliable messages are considerably faster than Reliable messages.


An unreliable message does not guarantee that each message will arrive on each peer, this is the reason why messages are sent at a frequency rate because not matter if one message is lost because another message will be sent.

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