NetworkingSettingsclass

A class that holds all configured networking settings for a game. This is serialized as a config and shared from the server to the client.

objectConfigDataNetworkingSettings
Namespace
Sandbox
Assembly
Sandbox.Engine
Declaration
public class Sandbox.NetworkingSettings : Sandbox.ConfigData

Constructors1

Showing 1 constructors

Properties6

Showing 6 properties

public bool Sandbox.NetworkingSettings.AutoSwitchToBestHost { get; set; }PUBLICGETSET

Whether to periodically switch to the best host candidate. Candidates are scored based on their average ping and connection quality to all other peers.

Returns:bool

public bool Sandbox.NetworkingSettings.ClientsCanDestroyObjects { get; set; }PUBLICGETSET

By default, can clients destroy objects. This can be changed per connection after join.

Returns:bool

public bool Sandbox.NetworkingSettings.ClientsCanRefreshObjects { get; set; }PUBLICGETSET

By default, can clients refresh objects. This can be changed per connection after join.

Returns:bool

public bool Sandbox.NetworkingSettings.ClientsCanSpawnObjects { get; set; }PUBLICGETSET

By default, can clients create objects. This can be changed per connection after join.

Returns:bool

public bool Sandbox.NetworkingSettings.DestroyLobbyWhenHostLeaves { get; set; }PUBLICGETSET

Whether to disband the game lobby when the host leaves.

Returns:bool

public float Sandbox.NetworkingSettings.UpdateRate { get; set; }PUBLICGETSETPER-FRAME

The frequency at which the network system will send updates to clients. Higher is better but you probably want to stay in the 10-60 range.

Returns:float

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