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NetworkSettings

NetworkSettings

NetworkSettings is a settings class that allow you to debug a lot of features with Roblox’s server/client networking.

It can be found in Roblox Studio’s settings, under the Network tab.


Properties

Name Type Description
bool

When set to true, a blue debug message will be printed to the output in cases where the physics receiver rejects a request that it received.

float

The rate per second that the client can send physics changes to the server.

float

The rate per second in which old replication data is garbage collected.

int

Adjusts the size of the maximum transmission unit for replication data.

PacketPriority

Sets the data send priority of Roblox’s underlying Raknet replication layer.

float

The rate per second at which data is sent back and forth between the server and the client.

int

An unused debug property intended for streaming.

float

Describes how much free memory is available, in MBs.

double

Adds latency between the server and client in seconds. Allows you to simulate high-latency situations.

bool

.The purpose of this property is unknown, as it does not appear to be used anywhere in the engine.

float

.The rate per second at which network ownership can be automatically changed.

int

Adjusts the size of a physic packet’s maximum transmission unit size.

PacketPriority

Sets the data send priority of Roblox’s underlying RakNet replication layer, but specifically for physics packets.

float

The rate per second at which physics packets are sent back and forth between the server and the client.

int

The preferred port to be used by the client when connecting to a local server.

bool

A diagnostics property that no longer appears to be in use. Would likely print information about bits being streamed between the server and client.

bool

A diagnostics property that no longer appears to be in use. Would likely print information about events being replicated across the server/client boundary.

bool

When set to true, warning messages will be printed to the output if an object or property is filtered due to Workspace/FilteringEnabled being set to true.

bool

When set to true, debug messages will be printed into the output, pertaining to the replication of instances being created and destroyed.

bool

When set to true, debug messages will be printed into the output pertaining to physics replication errors.

bool

A diagnostics property that no longer appears to be in use. Would likely print information about property changes being streamed between the server and client.

bool

When set to true, debug information is printed about internal packets that have been split.

bool

When set to true, debug information is printed to the output regarding the replication of instances when Workspace/StreamingEnabled is set to true.

bool

When set to true, a debug message will be printed to the output, when a physics Touched event is replicated. This includes the BasePart/Touched event, and the BasePart/TouchEnded event.

double

The maximum rate per second at which the network replicator is willing to receive packets.

bool

When set to true, regions of space that are being streamed to the client will be outlined in red.

bool

When set to true, a label will be shown above each Player's head, showing the current animation being played by the Player’s Humanoid, if any.

float

The rate per second at which Touched events are replicated back and forth between the server and the client.

bool

When set to true, the replicator stats will sample data about packets that are being sent.

bool

When set to true, this tells the replicator stats to sample replication physics details.

bool

When set to true, the InstancePacketCache service will be created alongside the NetworkServer when a server is being initialized.

bool

When set to true, the PhysicsPacketCache service will be created alongside the NetworkServer when a server is being initialized.

Inherited from Instance

Archivable ClassName DataCost Name Parent RobloxLocked