Buffer limit reached during NetworkServer:SetClientReady when player joins

I’m getting a message of “no free events for message” and an error message of “ChannelBuffer buffer limit of 16 packets reached.” during the call to the base implementation of NetworkServer:SetClientReady().

I’m certain that this is because I created a few object pools on the server before the player joined. The question is how can I avoid this, since currently it just loses packets and never resends them(causing the client to never create its player object as well as some of the pools). Since this is all a backlog of NetworkServer.Spawn messages that it’s syncing automatically, I don’t know how to split it up into multiple messages.

A way to split the message up, increase the buffer limit, or change some setting to make it recover lost packets would be greatly appreciated.

Check following forum link
https://forum.unity3d.com/threads/channelbuffer-buffer-limit-of-16-packets-reached.366966/