Okay so I'm trying to make a multiplayer game using a self built netcode in unity3d using c#,
The thing is since I'm using raw tcp I need to convert everything to a byte[] but I got sick of using Array.Copy. Since I'm reserving a few bytes of every message sent over a network as sort of a message identifier that I can use to interpret the data I receive.
So my question is, for the purpose of making this code more friendly to myself, is it a terrible idea to use a list of bytes instead of a byte array and once I've prepared the message to be sent I can just call .ToArray on that list?
Would this be terrible for performance?