Roblox UtilitiesDevlHub Roblox Documentation

Class

NetworkSettings

NotCreatableServiceNotReplicatedNotBrowsable
Inherits
Instance › Object
Memory category
Instances

Settings related to networked engine behaviors.

NetworkSettings is a class that allows you to debug several features with Roblox's server/client networking. It can be found in Roblox Studio's settings under the Network tab.

Properties 17#

EmulatedTotalMemoryInMBintThe total device memory, in MiB, that the client emulates when testing under a simulated device.Read: PluginSecurityWrite: PluginSecurityReadSafeHiddenNotReplicated
FreeMemoryMBytesfloatDescribes how much free memory is available, in MiBs.Read: PluginSecurityWrite: PluginSecurityReadSafeHiddenReadOnlyNotReplicated
HttpProxyEnabledbooleanWhether the client routes HTTP traffic through the proxy configured by NetworkSettings.HttpProxyURL.Write: RobloxScriptSecurityReadSafe
HttpProxyURLstringThe address of the proxy server used when NetworkSettings.HttpProxyEnabled is true.Write: RobloxScriptSecurityReadSafe
InboundNetworkJitterMsfloatAdds jitter to playtest connections in the server-to-client direction.Read: PluginSecurityWrite: PluginSecurityReadSafeNotReplicated
InboundNetworkLossPercentfloatSets the probability that packets on playtest connections from server to client are dropped.Read: PluginSecurityWrite: PluginSecurityReadSafeNotReplicated
InboundNetworkMinDelayMsfloatAdds latency to playtest connections in the server-to-client direction.Read: PluginSecurityWrite: PluginSecurityReadSafeNotReplicated
IncomingReplicationLagdoubleSimulates additional network latency in the network receiving path.ReadSafe
OutboundNetworkJitterMsfloatAdds jitter to playtest connections in the client-to-server direction.Read: PluginSecurityWrite: PluginSecurityReadSafeNotReplicated
OutboundNetworkLossPercentfloatSets the probability that packets on playtest connections from client to server are dropped.Read: PluginSecurityWrite: PluginSecurityReadSafeNotReplicated
OutboundNetworkMinDelayMsfloatAdds latency to playtest connections in the client-to-server direction.Read: PluginSecurityWrite: PluginSecurityReadSafeNotReplicated
PrintJoinSizeBreakdownbooleanPrints diagnostic information about data sent on connect.ReadSafe
PrintPhysicsErrorsbooleanWhether debug messages will be printed to the output pertaining to physics replication errors.ReadSafe
PrintStreamInstanceQuotabooleanWhether debug information is printed to the output regarding the replication of instances when Workspace.StreamingEnabled is set to true.ReadSafe
RandomizeJoinInstanceOrderbooleanSpecial facility to help catch bugs related to how your experience loads.ReadSafe
RenderStreamedRegionsbooleanWhether regions of space that are being streamed to the client will be outlined in red.ReadSafe
ShowActiveAnimationAssetbooleanWhether a label will be shown above each player character's head, showing the current animation being played.ReadSafe

EmulatedTotalMemoryInMB: int#

HiddenNotReplicatedRead: PluginSecurityWrite: PluginSecurityReadSafe

Sets the total amount of memory, in MiB, that the client pretends the device has when testing under a simulated device. Studio's device emulator writes this property when you select a device to emulate. Values are clamped to a minimum of 0, and the property defaults to the machine's actual total physical memory.

FreeMemoryMBytes: float#

HiddenReadOnlyNotReplicatedRead: PluginSecurityWrite: PluginSecurityReadSafe

FreeMemoryMBytes is a read-only property that describes how much free memory is available, in MiBs.

HttpProxyEnabled: boolean#

Write: RobloxScriptSecurityReadSafe

When true, the client routes its HTTP traffic through the proxy server specified by HttpProxyURL. This property defaults to false.

HttpProxyURL: string#

Write: RobloxScriptSecurityReadSafe

Specifies the address of the proxy server through which the client routes its HTTP traffic when HttpProxyEnabled is true. This property defaults to an empty string.

InboundNetworkJitterMs: float#

NotReplicatedRead: PluginSecurityWrite: PluginSecurityReadSafe

On playtest connections, this property adds variability (jitter) in milliseconds to the latency added to packets sent from server to client. This variable latency is in addition to any latency introduced by InboundNetworkMinDelayMs. Per-packet delay sampled from delay and jitter is rounded to 1 millisecond. See network simulation for additional details.

InboundNetworkLossPercent: float#

NotReplicatedRead: PluginSecurityWrite: PluginSecurityReadSafe

On playtest connections, this property sets a percent probability that packets sent from server to client are dropped. To maintain a stable test environment, the value is capped at 0.5%. See network simulation for additional details.

InboundNetworkMinDelayMs: float#

NotReplicatedRead: PluginSecurityWrite: PluginSecurityReadSafe

On playtest connections, this property adds a minimum latency in milliseconds for packets sent from server to client. Per-packet delay sampled from delay and jitter is rounded to 1 millisecond. See network simulation for additional details.

IncomingReplicationLag: double#

ReadSafe

This property instructs the engine to simulate additional replication lag by delaying all incoming messages. Units are seconds.

OutboundNetworkJitterMs: float#

NotReplicatedRead: PluginSecurityWrite: PluginSecurityReadSafe

On playtest connections, this property adds variability (jitter) in milliseconds to the latency added to packets sent from client to server. This variable latency is in addition to any latency introduced by OutboundNetworkMinDelayMs. Per-packet delay sampled from delay and jitter is rounded to 1 millisecond. See network simulation for additional details.

OutboundNetworkLossPercent: float#

NotReplicatedRead: PluginSecurityWrite: PluginSecurityReadSafe

On playtest connections, this property sets a percent probability that packets sent from client to server are dropped. To maintain a stable test environment, the value is capped at 0.5%. See network simulation for additional details.

OutboundNetworkMinDelayMs: float#

NotReplicatedRead: PluginSecurityWrite: PluginSecurityReadSafe

On playtest connections, this property adds a minimum latency in milliseconds for packets sent from client to server. Per-packet delay sampled from delay and jitter is rounded to 1 millisecond. See network simulation for additional details.

PrintJoinSizeBreakdown: boolean#

ReadSafe

Prints diagnostic information to the Output window after connecting. The data will indicate the largest individual Instances sent, as well as aggregate data about data sent by Instance type. The data sent for initial loading is compressed so the contributions are approximate.

PrintPhysicsErrors: boolean#

ReadSafe

When set to true, debug messages will be printed to the Output window pertaining to physics replication errors. The following are debug outputs that are made available:

  • Physics-in old packet prints for a part that has been updated ahead of the packet's submission time. This happens if the packet is received late, and a newer packet has already been processed.

  • Physics-in of unidentified {GUID} prints for an unfound part that is trying to be updated because the provided Instance identifier was invalid, where {GUID} is the unknown Instance:GetDebugId() identifier that is supposed to be targeting the part. This typically happens if a part is removed before the physics update packet is received.

  • Physics-in of part not in workspace {GUID} prints for a request to update the physics of a part that is not a descendant of the Workspace, where {GUID} is the Instance:GetDebugId() identifier of the target part. This happens if the part was just moved out of the Workspace, and was previously being simulated.

PrintStreamInstanceQuota: boolean#

ReadSafe

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

RandomizeJoinInstanceOrder: boolean#

ReadSafe

Emulates the behavior of a server that has been online a long time by randomizing the order that instances initially arrive on clients. It is recommended to keep this setting enabled to help discover potential bugs while testing in Studio.

RenderStreamedRegions: boolean#

ReadSafe

When set to true, regions of space that are being streamed to the client will be outlined in red. This will only be shown if Workspace.StreamingEnabled is set to true.

ShowActiveAnimationAsset: boolean#

ReadSafe

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

Inherited members#

Inherited from Instance 58
Inherited from Object 6
Properties (2)

ClassName, className

Events (1)

Changed