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'unreliable' vs 'unreliable on change' for Players

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For our MOBA, the player is moving most of the time. But the player does stop to purchase items and heal.

I was thinking we could save network resources by using 'unreliable on change'. But i'm wondering, is there any disadvantage to using 'unreliable on change'? Why would anyone want to use regular 'unreliable' ?

I'm guessing there is some sort of overhead to 'unreliable on change' which makes it not suitable for a player object?

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