Class
NetworkSettings
NotCreatableServiceNotReplicatedNotBrowsable
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#
EmulatedTotalMemoryInMBint | The total device memory, in MiB, that the client emulates when testing under a simulated device.Read: PluginSecurityWrite: PluginSecurityReadSafeHiddenNotReplicated |
FreeMemoryMBytesfloat | Describes how much free memory is available, in MiBs.Read: PluginSecurityWrite: PluginSecurityReadSafeHiddenReadOnlyNotReplicated |
HttpProxyEnabledboolean | Whether the client routes HTTP traffic through the proxy configured by
NetworkSettings.HttpProxyURL.Write: RobloxScriptSecurityReadSafe |
HttpProxyURLstring | The address of the proxy server used when
NetworkSettings.HttpProxyEnabled is true.Write: RobloxScriptSecurityReadSafe |
InboundNetworkJitterMsfloat | Adds jitter to playtest connections in the server-to-client direction.Read: PluginSecurityWrite: PluginSecurityReadSafeNotReplicated |
InboundNetworkLossPercentfloat | Sets the probability that packets on playtest connections from server to client are dropped.Read: PluginSecurityWrite: PluginSecurityReadSafeNotReplicated |
InboundNetworkMinDelayMsfloat | Adds latency to playtest connections in the server-to-client direction.Read: PluginSecurityWrite: PluginSecurityReadSafeNotReplicated |
IncomingReplicationLagdouble | Simulates additional network latency in the network receiving path.ReadSafe |
OutboundNetworkJitterMsfloat | Adds jitter to playtest connections in the client-to-server direction.Read: PluginSecurityWrite: PluginSecurityReadSafeNotReplicated |
OutboundNetworkLossPercentfloat | Sets the probability that packets on playtest connections from client to server are dropped.Read: PluginSecurityWrite: PluginSecurityReadSafeNotReplicated |
OutboundNetworkMinDelayMsfloat | Adds latency to playtest connections in the client-to-server direction.Read: PluginSecurityWrite: PluginSecurityReadSafeNotReplicated |
PrintJoinSizeBreakdownboolean | Prints diagnostic information about data sent on connect.ReadSafe |
PrintPhysicsErrorsboolean | Whether debug messages will be printed to the output pertaining to physics replication errors.ReadSafe |
PrintStreamInstanceQuotaboolean | Whether debug information is printed to the output regarding the
replication of instances when Workspace.StreamingEnabled is set to
true.ReadSafe |
RandomizeJoinInstanceOrderboolean | Special facility to help catch bugs related to how your experience loads.ReadSafe |
RenderStreamedRegionsboolean | Whether regions of space that are being streamed to the client will be outlined in red.ReadSafe |
ShowActiveAnimationAssetboolean | Whether 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
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 packetprints 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 providedInstanceidentifier was invalid, where{GUID}is the unknownInstance: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 theWorkspace, where{GUID}is theInstance:GetDebugId()identifier of the target part. This happens if the part was just moved out of theWorkspace, 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
Properties (10)
Archivable, archivable, Capabilities, IsInSandbox, Name, Parent, PredictionMode, RobloxLocked, Sandboxed, UniqueId
Methods (39)
AddTag, children, ClearAllChildren, Clone, clone, Destroy, destroy, FindFirstAncestor, FindFirstAncestorOfClass, FindFirstAncestorWhichIsA, FindFirstChild, findFirstChild, FindFirstChildOfClass, FindFirstChildWhichIsA, FindFirstDescendant, GetActor, GetAttribute, GetAttributeChangedSignal, GetAttributes, GetChildren, getChildren, GetDebugId, GetDescendants, GetFullName, GetStyled, GetStyledPropertyChangedSignal, GetTags, HasTag, IsAncestorOf, IsDescendantOf, isDescendantOf, IsPropertyModified, QueryDescendants, Remove, remove, RemoveTag, ResetPropertyToDefault, SetAttribute, WaitForChild