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.
Constructors1
Showing 1 constructors
public NetworkingSettings()
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Properties6
Showing 6 properties
public bool Sandbox.NetworkingSettings.AutoSwitchToBestHost { get; set; }
No longer does anything. The host only changes when the current host leaves.
Obsolete: The host only changes when the current host leaves
bool—public bool Sandbox.NetworkingSettings.ClientsCanDestroyObjects { get; set; }
By default, can clients destroy objects. This can be changed per connection after join.
bool—public bool Sandbox.NetworkingSettings.ClientsCanRefreshObjects { get; set; }
By default, can clients refresh objects. This can be changed per connection after join.
bool—public bool Sandbox.NetworkingSettings.ClientsCanSpawnObjects { get; set; }
By default, can clients create objects. This can be changed per connection after join.
bool—public bool Sandbox.NetworkingSettings.DestroyLobbyWhenHostLeaves { get; set; }
Whether to end the game when the host leaves. By default the host hands the game to another player when they leave, and everyone carries on from a snapshot of the game. Anything a late joiner would see correctly survives the handoff.
bool—public float Sandbox.NetworkingSettings.UpdateRate { get; set; }
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.
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