MLAPI API Reference

# NetworkConfig Fields

[This is preliminary documentation and is subject to change.]

The NetworkConfig type exposes the following members.

Fields

| Name | Description
--- | --- | ---
| AllowPassthroughMessages | Wheter or not to allow any type of passthrough messages
| Channels | Channels used by the NetworkedTransport
| ClientConnectionBufferTimeout | The amount of seconds to wait for handshake to complete before timing out a client
| ConnectAddress | The address to connect to
| ConnectionApproval | Wheter or not to use connection approval
| ConnectionData | The data to send during connection which can be used to decide on if a client should get accepted
| ConnectPort | The port for the NetworkTransport to use when connecting
| EnableEncryption | Wheter or not to enable encryption
| EnableSceneSwitching | Wheter or not to enable scene switching
| EnableTimeResync | If your logic uses the NetwokrTime, this should probably be turned off. If however it's needed to maximize accuracy, this is recommended to be turned on
| EventTickrate | The amount of times per second internal frame events will occur, examples include SyncedVar send checking.
| HandleObjectSpawning | Wheter or not to make the library handle object spawning
| MaxConnections | The max amount of Clients that can connect.
| MaxReceiveEventsPerTickRate | The max amount of messages to process per ReceiveTickrate. This is to prevent flooding.
| MessageBufferSize | The size of the receive message buffer. This is the max message size.
| MessageTypes | Registered MessageTypes
| NetworkedPrefabs | A list of spawnable prefabs
| ProtocolVersion | The protocol version. Different versions doesn't talk to each other.
| ReceiveTickrate | Amount of times per second the receive queue is emptied and all messages inside are processed.
| RegisteredScenes | A list of SceneNames that can be used during networked games.
| RSAPrivateKey | Private RSA XML key to use for signing key exchange
| RSAPublicKey | Public RSA XML key to use for signing key exchange
| SecondsHistory | The amount of seconds to keep a lag compensation position history
| SendTickrate | The amount of times per second every pending message will be sent away.
| ServerTransports | The transport hosts the sever uses
| SignKeyExchange | Wheter or not to enable signed diffie hellman key exchange.

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See Also

#### Reference

NetworkConfig Class
MLAPI.Data Namespace