public bool Send(int channelId, byte[] buffer, int length) { #if NETWORK_DEBUGGER_ENABLED UnityEngine.Debug.Log($"ClientPeer Outgoing : ChannelId:{channelId} Size:{length}"); #endif byte error; UNET.NetworkTransport.Send(m_Connection.SocketId, m_Connection.ConnectionId, channelId, buffer, length, out error); #if NETWORK_PROFILER_ENABLED && UNITY_EDITOR var profilerName = new StringBuilder(PROFILER_CATEGORY_PREFIX); profilerName.Append(channelId); NetworkProfiler.RecordChannelOutgoing(profilerName.ToString(), (ushort)length); #endif m_Connection.LastError = (NetworkError)error; return(m_Connection.LastError == NetworkError.None); }