ENet Server Drops All Clients at Connection Threshold

When a client connects to the server, get the servers ENetPacketPeer and call SetTimeout(int.MaxValue, int.MaxValue, int.MaxValue), also do the same on the server, for when it adds a client. That may help prevent the disconnections.

The SceneTree automatically polls your multiplayer for you by default, to prevent double work, I would recommend disabling SceneTree.MultiplayerPoll.

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