# InvalidOperationException: Cannot enqueue unreliable message. The unreliable message queue is full.

- **ID:** `unity/network-unreliable-message-queue-full`
- **Domain:** unity
- **Category:** network_error
- **Verification:** ai_generated
- **Fix Rate:** 80%

## Root Cause

The network transport layer's unreliable message queue has reached its capacity, typically due to sending too many unreliable messages without processing or a network buffer leak.

## Version Compatibility

| Version | Status | Introduced | Deprecated |
|---------|--------|------------|------------|
| Unity 2022.3.15f1 | active | — | — |
| Unity 2023.2.0b5 | active | — | — |
| Netcode for GameObjects 1.6.0 | active | — | — |

## Workarounds

1. **Reduce the frequency of unreliable messages by implementing a send rate limiter. For example, in a script, use a timer to send at most 10 messages per second: `if (Time.time - lastSendTime > 0.1f) { SendUnreliableMessage(); lastSendTime = Time.time; }`.** (80% success)
   ```
   Reduce the frequency of unreliable messages by implementing a send rate limiter. For example, in a script, use a timer to send at most 10 messages per second: `if (Time.time - lastSendTime > 0.1f) { SendUnreliableMessage(); lastSendTime = Time.time; }`.
   ```
2. **Increase the unreliable message queue size in the network transport configuration (e.g., in Unity Transport, set `maxUnreliableQueueSize` to a higher value like 1024).** (70% success)
   ```
   Increase the unreliable message queue size in the network transport configuration (e.g., in Unity Transport, set `maxUnreliableQueueSize` to a higher value like 1024).
   ```
3. **Monitor and log outgoing message counts to identify and fix scripts that are accidentally sending messages in Update() without checks.** (85% success)
   ```
   Monitor and log outgoing message counts to identify and fix scripts that are accidentally sending messages in Update() without checks.
   ```

## Dead Ends

- **** — Increasing the queue size without addressing the root cause (e.g., message spam) may only delay the error and cause memory issues. (70% fail)
- **** — Restarting the game client clears the queue temporarily but does not fix the underlying excessive message generation. (90% fail)
