The new "NetworkCallable" attribute allows you to set a max event count number. However, this only limits the max before the network starts "queuing" these events. For situations like Foley or other sound effects, a creator won't want the event to be queued for later delivery. Instead, if they have reached the limit of events for this second (as the queue resets once a second), they would want to ignore this event and never pass it on. Since this doesn't currently exist, the alternative is to implement an event tallying system in the creator's UdonBehaviour from scratch, which adds additional overhead. My suggestion would to either: A) Have the [NetworkCallable] attribute take a second optional parameter to ignore excess functions, such as [NetworkCallable(10, true)] or [NetworkCallable(10, NetworkQueueType.Ignore]. B) Expose the currently "stacked" amount of events for the given event. We can currently use NetworkCalling.GetQueuedEvents to know how many events have been queued, but this doesn't include the initial stack of events. For example, if I have sent 6 events, and the limit is 5, it will report 1. Creators do not currently have a way of accessing this stack count. This could be implemented similarly to the Queued events function like NetworkCalling.GetStackedEvents, also returning an integer.