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.
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.
When true, the client routes its HTTP traffic through the proxy server specified by HttpProxyURL. This property defaults to false.
Field
Value
type
boolean
security
{"read":"None","write":"RobloxScriptSecurity"}
thread safety
ReadSafe
category
Proxy 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.
Field
Value
type
string
security
{"read":"None","write":"RobloxScriptSecurity"}
thread safety
ReadSafe
category
Proxy 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.
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.
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.
This property instructs the engine to simulate additional replication lag by delaying all incoming messages. Units are seconds.
Field
Value
type
double
security
{"read":"None","write":"None"}
thread safety
ReadSafe
category
Diagnostics
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.
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.
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.
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.
Field
Value
type
boolean
security
{"read":"None","write":"None"}
thread safety
ReadSafe
category
Diagnostics
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:
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.
Field
Value
type
boolean
security
{"read":"None","write":"None"}
thread safety
ReadSafe
category
Diagnostics
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.
Field
Value
type
boolean
security
{"read":"None","write":"None"}
thread safety
ReadSafe
category
Diagnostics
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.
Field
Value
type
boolean
security
{"read":"None","write":"None"}
thread safety
ReadSafe
category
Advanced
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.
Field
Value
type
boolean
security
{"read":"None","write":"None"}
thread safety
ReadSafe
category
Appearance
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.