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Source: Roblox Creator Hub · CC BY 4.0 · View source · Code samples: MIT Imported 2026-10-03. Formatting adapted for this site.

NetworkSettings

Inherits from: Instance → Object

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.

Inherits from: Instance

Memory category: Instances

Tags: NotCreatable, Service, NotReplicated, NotBrowsable

Properties

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

Inherited from Instance

NameType / ReturnsDescription
Instance.ArchivablebooleanDetermines if an Instance and its descendants can be cloned using Instance:Clone(), and can be saved/published.
Instance.archivableboolean
Instance.CapabilitiesSecurityCapabilitiesThe set of capabilities allowed to be used for scripts inside this container.
Instance.IsInSandboxbooleanIndicates whether the instance is inside a sandboxed container.
Instance.NamestringA non-unique identifier of the Instance.
Instance.ParentInstanceDetermines the hierarchical parent of the Instance.
Instance.PredictionModePredictionModeReflects the client-side prediction mode applied to the instance under server-authoritative physics.
Instance.RobloxLockedbooleanA deprecated property that used to protect CoreGui objects.
Instance.SandboxedbooleanWhen enabled, the instance can only access abilities in its Capabilities list.
Instance.UniqueIdUniqueIdA unique identifier for the instance.

Inherited from Object

NameType / ReturnsDescription
Object.ClassNamestringA read-only string representing the class this Object belongs to.
Object.classNamestring

NetworkSettings.EmulatedTotalMemoryInMB

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.

FieldValue
typeint
tags["Hidden","NotReplicated"]
security{"read":"PluginSecurity","write":"PluginSecurity"}
thread safetyReadSafe
categoryData
serialization{"can_load":false,"can_save":false}
capabilities["Network"]

NetworkSettings.FreeMemoryMBytes

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

FieldValue
typefloat
tags["Hidden","ReadOnly","NotReplicated"]
security{"read":"PluginSecurity","write":"PluginSecurity"}
thread safetyReadSafe
categoryData
serialization{"can_load":false,"can_save":false}
capabilities["Network"]

NetworkSettings.HttpProxyEnabled

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

FieldValue
typeboolean
security{"read":"None","write":"RobloxScriptSecurity"}
thread safetyReadSafe
categoryProxy Settings
serialization{"can_load":true,"can_save":true}
capabilities["Network"]

NetworkSettings.HttpProxyURL

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.

FieldValue
typestring
security{"read":"None","write":"RobloxScriptSecurity"}
thread safetyReadSafe
categoryProxy Settings
serialization{"can_load":true,"can_save":true}
capabilities["Network"]

NetworkSettings.InboundNetworkJitterMs

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.

FieldValue
typefloat
tags["NotReplicated"]
security{"read":"PluginSecurity","write":"PluginSecurity"}
thread safetyReadSafe
categoryData
serialization{"can_load":true,"can_save":true}
capabilities["Network"]

NetworkSettings.InboundNetworkLossPercent

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.

FieldValue
typefloat
tags["NotReplicated"]
security{"read":"PluginSecurity","write":"PluginSecurity"}
thread safetyReadSafe
categoryData
serialization{"can_load":true,"can_save":true}
capabilities["Network"]

NetworkSettings.InboundNetworkMinDelayMs

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.

FieldValue
typefloat
tags["NotReplicated"]
security{"read":"PluginSecurity","write":"PluginSecurity"}
thread safetyReadSafe
categoryData
serialization{"can_load":true,"can_save":true}
capabilities["Network"]

NetworkSettings.IncomingReplicationLag

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

FieldValue
typedouble
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryDiagnostics
serialization{"can_load":true,"can_save":true}
capabilities["Network"]

NetworkSettings.OutboundNetworkJitterMs

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.

FieldValue
typefloat
tags["NotReplicated"]
security{"read":"PluginSecurity","write":"PluginSecurity"}
thread safetyReadSafe
categoryData
serialization{"can_load":true,"can_save":true}
capabilities["Network"]

NetworkSettings.OutboundNetworkLossPercent

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.

FieldValue
typefloat
tags["NotReplicated"]
security{"read":"PluginSecurity","write":"PluginSecurity"}
thread safetyReadSafe
categoryData
serialization{"can_load":true,"can_save":true}
capabilities["Network"]

NetworkSettings.OutboundNetworkMinDelayMs

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.

FieldValue
typefloat
tags["NotReplicated"]
security{"read":"PluginSecurity","write":"PluginSecurity"}
thread safetyReadSafe
categoryData
serialization{"can_load":true,"can_save":true}
capabilities["Network"]

NetworkSettings.PrintJoinSizeBreakdown

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.

FieldValue
typeboolean
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryDiagnostics
serialization{"can_load":true,"can_save":true}
capabilities["Network"]

NetworkSettings.PrintPhysicsErrors

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:

FieldValue
typeboolean
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryDiagnostics
serialization{"can_load":true,"can_save":true}
capabilities["Network"]

NetworkSettings.PrintStreamInstanceQuota

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

FieldValue
typeboolean
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryDiagnostics
serialization{"can_load":true,"can_save":true}
capabilities["Network"]

NetworkSettings.RandomizeJoinInstanceOrder

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.

FieldValue
typeboolean
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryAdvanced
serialization{"can_load":true,"can_save":true}
capabilities["Network"]

NetworkSettings.RenderStreamedRegions

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.

FieldValue
typeboolean
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryAppearance
serialization{"can_load":true,"can_save":true}
capabilities["Network"]

NetworkSettings.ShowActiveAnimationAsset

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.

FieldValue
typeboolean
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryAppearance
serialization{"can_load":true,"can_save":true}
capabilities["Network","Animation"]

Methods

Inherited from Instance

NameType / ReturnsDescription
Instance:AddTag()Applies a tag to the instance.
Instance:childrenInstancesReturns an array of the object's children.
Instance:ClearAllChildren()This method destroys all of an instance's children.
Instance:CloneInstanceCreate a copy of an instance and all its descendants, ignoring instances that are not Archivable.
Instance:cloneInstance
Instance:Destroy()Sets the Instance.Parent property to nil, locks the Instance.Parent property, disconnects all connections, and calls Destroy() on all children.
Instance:destroy()
Instance:FindFirstAncestorInstance?Returns the first ancestor of the Instance whose Instance.Name is equal to the given name.
Instance:FindFirstAncestorOfClassInstance?Returns the first ancestor of the Instance whose Object.ClassName is equal to the given className.
Instance:FindFirstAncestorWhichIsAInstance?Returns the first ancestor of the Instance for whom Object:IsA() returns true for the given className.
Instance:FindFirstChildInstance?Returns the first child of the Instance found with the given name.
Instance:findFirstChildInstance
Instance:FindFirstChildOfClassInstance?Returns the first child of the Instance whose ClassName is equal to the given class name.
Instance:FindFirstChildWhichIsAInstance?Returns the first child of the Instance for whom Object:IsA() returns true for the given className.
Instance:FindFirstDescendantInstance?Returns the first descendant found with the given Instance.Name.
Instance:GetActorActor?Returns the Actor associated with the Instance, if any.
Instance:GetAttributeVariantReturns the value which has been assigned to the given attribute name.
Instance:GetAttributeChangedSignalRBXScriptSignalReturns an event that fires when the given attribute changes.
Instance:GetAttributesDictionaryReturns a dictionary of the instance's attributes.
Instance:GetChildrenInstancesReturns an array containing all of the instance's children.
Instance:getChildrenInstances
Instance:GetDebugIdstringReturns a coded string of the debug ID used internally by Roblox.
Instance:GetDescendantsInstancesReturns an array containing all of the descendants of the instance.
Instance:GetFullNamestringReturns a string describing the instance's ancestry.
Instance:GetStyledVariantReturns the styled or explicitly modified value of the specified property, or else the default property value if it hasn't been styled/modified.
Instance:GetStyledPropertyChangedSignalRBXScriptSignalReturns an event that fires when the given style property changes on the instance.
Instance:GetTagsArrayGets an array of all tags applied to the instance.
Instance:HasTagbooleanCheck whether the instance has a given tag.
Instance:IsAncestorOfbooleanReturns true if an Instance is an ancestor of the given descendant.
Instance:IsDescendantOfbooleanReturns true if an Instance is a descendant of the given ancestor.
Instance:isDescendantOfboolean
Instance:IsPropertyModifiedbooleanReturns true if the value stored in the specified property is not equal to the code-instantiated default.
Instance:QueryDescendantsInstancesReturns an array containing all descendants of the instance that match the selector string.
Instance:Remove()Sets the object's Parent to nil, and does the same for all its descendants.
Instance:remove()
Instance:RemoveTag()Removes a tag from the instance.
Instance:ResetPropertyToDefault()Resets a property to its default value.
Instance:SetAttribute()Sets the attribute with the given name to the given value.
Instance:WaitForChildInstanceReturns the child of the Instance with the given name. If the child does not exist, it will yield the current thread until it does.

Inherited from Object

NameType / ReturnsDescription
Object:GetPropertyChangedSignalRBXScriptSignalGet an event that fires when a given property of the object changes.
Object:IsAbooleanReturns true if an object's class matches or inherits from a given class.
Object:isAboolean

Events

Inherited from Instance

NameType / ReturnsDescription
Instance.AncestryChangedFires when the Instance.Parent property of this object or one of its ancestors is changed.
Instance.AttributeChangedFires whenever an attribute is changed on the Instance.
Instance.ChildAddedFires after an object is parented to this Instance.
Instance.childAdded
Instance.ChildRemovedFires after a child is removed from this Instance.
Instance.DescendantAddedFires after a descendant is added to the Instance.
Instance.DescendantRemovingFires immediately before a descendant of the Instance is removed.
Instance.DestroyingFires immediately before (or is deferred until after) the instance is destroyed via Instance:Destroy().
Instance.StyledPropertiesChangedFires whenever any style property is changed on the instance, including when a property is set to nil.

Inherited from Object

NameType / ReturnsDescription
Object.ChangedFires immediately after a property of the object changes, with some limitations.