Hi we have a problem that in the script of DissonanceCommsImpl.cs There is a callback called Net_PlayerJoined which instantiates 1 object per each connected client and this will be a problem for us in production because we have too many users and if 10,000 clients connect to our VoiceServer , the client's game will crash. how can we fix this problem?

Hi we have a problem that in the script of DissonanceCommsImpl.cs There is a callback called Net_PlayerJoined which instantiates 1 object per each connected client and this will be a problem for us in production because we have too many users and if 10,000 clients connect to our VoiceServer , the client's game will crash. how can we fix this problem?