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fix
This resolves the issue where a ConnectionRequestMessage could not exceed the transport MTU size because it was using the ReliableSequenced and not the ReliableFragmentedSequenced pipeline.
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com.unity.netcode.gameobjects/Runtime/Connection/NetworkConnectionManager.cs

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Original file line numberDiff line numberDiff line change
@@ -635,7 +635,7 @@ private void SendConnectionRequest()
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}
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}
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SendMessage(ref message, NetworkDelivery.ReliableSequenced, NetworkManager.ServerClientId);
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SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, NetworkManager.ServerClientId);
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message.MessageVersions.Dispose();
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}
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