API:Class/NetworkSettings

Filtered-inheritance mode: While this class technically inherits all Instance class members, some (if not all) have been hidden because they serve no purpose for this object.
Settings: This object has been marked as a settings object. It is used to hold persistent settings, which may be accessible by Roblox Studio's settings menu, or the in-game menu. This object cannot be created.

Configuration icon.pngNetworkSettings : Object Icon.pngInstance

The NetworkSettings allow you to debug a lot of features with Roblox's Networking. It can be found in Roblox Studio's settings under the "Network" tab

Properties

PropertiesmemberhiddenProperties [toggle]

boolArePhysicsRejectionsReported

Whether or not physics rejections are reported.

|RMD member="API:Class/NetworkSettings/ArePhysicsRejectionsReported"|Whether or not physics rejections are reported.|/RMD|
intCanSendPacketBufferLimit

Sets a buffer limit to how frequently packets can be sent.

|RMD member="API:Class/NetworkSettings/CanSendPacketBufferLimit"|Sets a buffer limit to how frequently packets can be sent.|/RMD|
floatClientPhysicsSendRate

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

|RMD member="API:Class/NetworkSettings/ClientPhysicsSendRate"|The rate per second that the client can send physics changes to the server.|/RMD|
floatDataGCRate

The rate in seconds at which data is garbage collected.

|RMD member="API:Class/NetworkSettings/DataGCRate"|The rate in seconds at which data is garbage collected.|/RMD|
intDataMtuAdjust

Adjusts the size of the data maximum transmission unit.

|RMD member="API:Class/NetworkSettings/DataMtuAdjust"|Adjusts the size of the data maximum transmission unit.|/RMD|
floatDataSendRate

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

|RMD member="API:Class/NetworkSettings/DataSendRate"|The rate per second at which data is sent back and forth between the server and the client.|/RMD|
boolExperimentalPhysicsEnabled

Whether or not experimental physics are enabled.

|RMD member="API:Class/NetworkSettings/ExperimentalPhysicsEnabled"|Whether or not experimental physics are enabled.|/RMD|
doubleIncommingReplicationLag

Sets an intentional amount of latency between the server and client in seconds. Allows you to simulate high-lag situations.

|RMD member="API:Class/NetworkSettings/IncommingReplicationLag"|Sets an intentional amount of latency between the server and client in seconds. Allows you to simulate high-lag situations.|/RMD|
boolIsQueueErrorComputed

Whether or not queue errors are computed.

|RMD member="API:Class/NetworkSettings/IsQueueErrorComputed"|Whether or not queue errors are computed.|/RMD|
boolIsThrottledByCongestionControl

Whether or not the data is throttled by congestion control.

|RMD member="API:Class/NetworkSettings/IsThrottledByCongestionControl"|Whether or not the data is throttled by congestion control.|/RMD|
boolIsThrottledByOutgoingBandwidthLimit

Whether or not data is throttled by the outgoing bandwidth limit.

|RMD member="API:Class/NetworkSettings/IsThrottledByOutgoingBandwidthLimit"|Whether or not data is throttled by the outgoing bandwidth limit.|/RMD|
floatNetworkOwnerRate

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

|RMD member="API:Class/NetworkSettings/NetworkOwnerRate"|The rate per second at which network ownership can be automatically changed.|/RMD|
intPhysicsMtuAdjust

Adjusts the size of the physics maximum transmission unit.

|RMD member="API:Class/NetworkSettings/PhysicsMtuAdjust"|Adjusts the size of the physics maximum transmission unit.|/RMD|
PhysicsReceiveMethodPhysicsReceive

The type of method used to receive physics data from the server to the client.

|RMD member="API:Class/NetworkSettings/PhysicsReceive"|The type of method used to receive physics data from the server to the client.|/RMD|
PhysicsSendMethodPhysicsSend

The type of method used to send physics data back and forth from the server to the client.

|RMD member="API:Class/NetworkSettings/PhysicsSend"|The type of method used to send physics data back and forth from the server to the client.|/RMD|
floatPhysicsSendRate

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

|RMD member="API:Class/NetworkSettings/PhysicsSendRate"|The rate per second at which physics changes are sent back and forth between the server and the client.|/RMD|
intPreferredClientPort

The preferred port to be used by the client. If set to 0, it does not matter what port it is.

|RMD member="API:Class/NetworkSettings/PreferredClientPort"|The preferred port to be used by the client. If set to 0, it does not matter what port it is.|/RMD|
boolPrintBits

When true, debug messages will be printed to the output, when bits are read and written back and forth from the server to the client.

|RMD member="API:Class/NetworkSettings/PrintBits"|When true, debug messages will be printed to the output, when bits are read and written back and forth from the server to the client.|/RMD|
boolPrintEvents

When true, a debug message will be printed to the output, when an Event fire is replicated.

|RMD member="API:Class/NetworkSettings/PrintEvents"|When true, a debug message will be printed to the output, when an Event fire is replicated.|/RMD|
boolPrintFilters

When true, a debug message will be printed to the output, when the client attempts to make a change, and the server rejects it. This primarily happens when FilteringEnabled is true.

|RMD member="API:Class/NetworkSettings/PrintFilters"|When true, a debug message will be printed to the output, when the client attempts to make a change, and the server rejects it. This primarily happens when FilteringEnabled is true.|/RMD|
boolPrintInstances

When true, a debug message will be printed to the output, when a new Instance is replicated.

|RMD member="API:Class/NetworkSettings/PrintInstances"|When true, a debug message will be printed to the output, when a new Instance is replicated.|/RMD|
boolPrintPhysicsErrors

When true, a debug message will be printed to the output, when a physics error occurs.

|RMD member="API:Class/NetworkSettings/PrintPhysicsErrors"|When true, a debug message will be printed to the output, when a physics error occurs.|/RMD|
boolPrintProperties

When true, a debug message will be printed to the output, when a property change is replicated.

|RMD member="API:Class/NetworkSettings/PrintProperties"|When true, a debug message will be printed to the output, when a property change is replicated.|/RMD|
boolPrintSplitMessage

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

|RMD member="API:Class/NetworkSettings/PrintSplitMessage"|When true, debug information is printed about internal packets that have been split.|/RMD|
boolPrintStreamInstanceQuota

When true, prints debug information about the instance quota in StreamingEnabled.

|RMD member="API:Class/NetworkSettings/PrintStreamInstanceQuota"|When true, prints debug information about the instance quota in StreamingEnabled.|/RMD|
boolPrintTouches

When true, a debug message will be printed to the output, when a Touched event is replicated.

|RMD member="API:Class/NetworkSettings/PrintTouches"|When true, a debug message will be printed to the output, when a Touched event is replicated.|/RMD|
doubleReceiveRate

The rate per second that the client can receive changes from the server.

|RMD member="API:Class/NetworkSettings/ReceiveRate"|The rate per second that the client can receive changes from the server.|/RMD|
boolRenderStreamedRegions

Toggles whether or not streaming regions should be highlighted with a red SelectionBox. Only makes a difference if StreamingEnabled is true.

|RMD member="API:Class/NetworkSettings/RenderStreamedRegions"|Toggles whether or not streaming regions should be highlighted with a red SelectionBox. Only makes a difference if StreamingEnabled is true.|/RMD|
intSendPacketBufferLimit

Sets a limit to the network packet buffering if greater than zero.

|RMD member="API:Class/NetworkSettings/SendPacketBufferLimit"|Sets a limit to the network packet buffering if greater than zero.|/RMD|
boolShowActiveAnimationAsset

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

|RMD member="API:Class/NetworkSettings/ShowActiveAnimationAsset"|When true, a label will be shown above each Player's head, showing the current animation being played by the Player's Humanoid, if any.|/RMD|
floatTouchSendRate

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

|RMD member="API:Class/NetworkSettings/TouchSendRate"|The rate per seconds at which Touched events are replicated back and forth between the server and the client.|/RMD|
boolTrackDataTypes

Whether or not the server should track data types.

|RMD member="API:Class/NetworkSettings/TrackDataTypes"|Whether or not the server should track data types.|/RMD|
boolTrackPhysicsDetails

Whether or not the server should track physics details.

|RMD member="API:Class/NetworkSettings/TrackPhysicsDetails"|Whether or not the server should track physics details.|/RMD|
boolUseInstancePacketCache

Whether or not the server/client should use an instance packet cache.

|RMD member="API:Class/NetworkSettings/UseInstancePacketCache"|Whether or not the server/client should use an instance packet cache.|/RMD|
boolUsePhysicsPacketCache

Whether or not the server/client should use a physics packet cache.

|RMD member="API:Class/NetworkSettings/UsePhysicsPacketCache"|Whether or not the server/client should use a physics packet cache.|/RMD|
PacketPriorityDataSendPriority [hidden]

Sets the data send priority of Roblox's networking.

|RMD member="API:Class/NetworkSettings/DataSendPriority"|Sets the data send priority of Roblox's networking.|/RMD|
boolEnableHeavyCompression [hidden]

Toggles heavy compression of data.

|RMD member="API:Class/NetworkSettings/EnableHeavyCompression"|Toggles heavy compression of data.|/RMD|
intExtraMemoryUsed [PluginSecurity] [hidden]

Sets how much extra memory is allowed to be allocated.

|RMD member="API:Class/NetworkSettings/ExtraMemoryUsed"|Sets how much extra memory is allowed to be allocated.|/RMD|
floatFreeMemoryMBytes [PluginSecurity] [hidden] [readonly]

Returns how much free memory is available in megabytes.

|RMD member="API:Class/NetworkSettings/FreeMemoryMBytes"|Returns how much free memory is available in megabytes.|/RMD|
intMaxDataModelSendBuffer [deprecated]

Deprecated. Do not use.

|RMD member="API:Class/NetworkSettings/MaxDataModelSendBuffer"|Deprecated. Do not use.|/RMD|
PacketPriorityPhysicsSendPriority [hidden]

Sets the physics send priority of Roblox's networking.

|RMD member="API:Class/NetworkSettings/PhysicsSendPriority"|Sets the physics send priority of Roblox's networking.|/RMD|
stringReportStatURL [deprecated] [hidden]

Deprecated. Do not use.

|RMD member="API:Class/NetworkSettings/ReportStatURL"|Deprecated. Do not use.|/RMD|
intWaitingForCharacterLogRate [deprecated] [hidden]

Deprecated. Do not use.

|RMD member="API:Class/NetworkSettings/WaitingForCharacterLogRate"|Deprecated. Do not use.|/RMD|
Whether or not physics rejections are reported.
Sets a buffer limit to how frequently packets can be sent.
The rate per second that the client can send physics changes to the server.
The rate in seconds at which data is garbage collected.
Adjusts the size of the data maximum transmission unit.
The rate per second at which data is sent back and forth between the server and the client.
Whether or not experimental physics are enabled.
Sets an intentional amount of latency between the server and client in seconds. Allows you to simulate high-lag situations.
Whether or not queue errors are computed.
Whether or not the data is throttled by congestion control.
Whether or not data is throttled by the outgoing bandwidth limit.
The rate per second at which network ownership can be automatically changed.
Adjusts the size of the physics maximum transmission unit.
The type of method used to receive physics data from the server to the client.
The type of method used to send physics data back and forth from the server to the client.
The rate per second at which physics changes are sent back and forth between the server and the client.
The preferred port to be used by the client. If set to 0, it does not matter what port it is.
When true, debug messages will be printed to the output, when bits are read and written back and forth from the server to the client.
When true, a debug message will be printed to the output, when an Event fire is replicated.
When true, a debug message will be printed to the output, when the client attempts to make a change, and the server rejects it. This primarily happens when FilteringEnabled is true.
When true, a debug message will be printed to the output, when a new Instance is replicated.
When true, a debug message will be printed to the output, when a physics error occurs.
When true, a debug message will be printed to the output, when a property change is replicated.
When true, debug information is printed about internal packets that have been split.
When true, prints debug information about the instance quota in StreamingEnabled.
When true, a debug message will be printed to the output, when a Touched event is replicated.
The rate per second that the client can receive changes from the server.
Toggles whether or not streaming regions should be highlighted with a red SelectionBox. Only makes a difference if StreamingEnabled is true.
Sets a limit to the network packet buffering if greater than zero.
When true, a label will be shown above each Player's head, showing the current animation being played by the Player's Humanoid, if any.
The rate per seconds at which Touched events are replicated back and forth between the server and the client.
Whether or not the server should track data types.
Whether or not the server should track physics details.
Whether or not the server/client should use an instance packet cache.
Whether or not the server/client should use a physics packet cache.
Sets the data send priority of Roblox's networking.
Toggles heavy compression of data.
ExtraMemoryUsed [PluginSecurity] [hidden]
Sets how much extra memory is allowed to be allocated.
FreeMemoryMBytes [PluginSecurity] [hidden] [readonly]
Returns how much free memory is available in megabytes.
Deprecated. Do not use.
Sets the physics send priority of Roblox's networking.
ReportStatURL [deprecated] [hidden]
Deprecated. Do not use.
WaitingForCharacterLogRate [deprecated] [hidden]
Deprecated. Do not use.



|RMD member="API:Class/NetworkSettings"|The NetworkSettings allow you to debug a lot of features with Roblox's Networking. It can be found in Roblox Studio's settings under the "Network" tab |/RMD|