As I understand, TCP is, by nature, reliable. I was asking if there is any reliability built in for UDP RFCs and if it can be toggled on/off or whatnot.
To be honest, I'm not sure if rUDP (reliable UDP) messages would have a performance advantage over TCP messages, so that would be nice to know too.
I'd like to know if with SendQuickly with a UDP established will have a chance of not being received, which is why I'm asking if there's reliability built on UDP... (from what I read, that's the way Unity's Networking handles RPCs, with rUDP). Obviously it might be nice to be able to have both reliable and unreliable UDP...
(then again, maybe I'm over thinking things... still new to networking/coding for multiplayer games)