Quick answer: Godot 4 RPCs with large payloads (1MB+) disconnecting clients? Default MTU and channel buffer too small - configure ENetMultiplayerPeer with larger buffers or chunk the payload.
Game-state snapshot RPC for late-join: 2MB; clients disconnect with timeout.
Increase transport buffer
peer.set_transfer_channel(0)
peer.set_target_peer(client_id)Configure transport with larger channel; chunked delivery.
Chunk the payload
Split into 64KB chunks; reassemble client-side. Avoids the single-packet limit.
Use unreliable for non-critical
Snapshots can be unreliable. Less overhead; lossy is acceptable for periodic.
“Network transport has limits. Large payloads need chunking or different transports.”
If your game ships large snapshots, the chunked transport is the design pattern. Document early.