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Why
The Unity client currently appends WebSocket messages to an unbounded
List<MessageEventArgs>and uses a busywhile (isProcessing) { }loop around the handoff. If the Unity main thread falls behind high-rate or point-cloud traffic, the list can grow with consumer lag and retain increasingly large binary payloads.Changes
Update()Why FIFO/backpressure here
Unlike a pure renderer, Unity's current client feeds the stateful C# Augmenta client. Dropping raw binary messages before parsing could lose cluster/zone transitions. A tiny bounded FIFO therefore gives us bounded application memory without changing protocol/event semantics.
Unchanged
usePolling = falseuseCompression = true