# NetworkingConfiguration Fields The NetworkingConfiguration type exposes the following members. ## Fields  
NameDescription
![Public field](media/pubfield.gif "Public field")Address The address to connect to
![Public field](media/pubfield.gif "Public field")AllowPassthroughMessages Wheter or not to allow any type of passthrough messages
![Public field](media/pubfield.gif "Public field")Channels Channels used by the NetworkedTransport
![Public field](media/pubfield.gif "Public field")ClientConnectionBufferTimeout The amount of seconds to wait for handshake to complete before timing out a client
![Public field](media/pubfield.gif "Public field")ConnectionApproval Wheter or not to use connection approval
![Public field](media/pubfield.gif "Public field")ConnectionApprovalCallback The callback to invoke when a connection has to be decided if it should get approved
![Public field](media/pubfield.gif "Public field")ConnectionData The data to send during connection which can be used to decide on if a client should get accepted
![Public field](media/pubfield.gif "Public field")EnableEncryption Wheter or not to enable encryption
![Public field](media/pubfield.gif "Public field")EnableSceneSwitching Wheter or not to enable scene switching
![Public field](media/pubfield.gif "Public field")EncryptedChannels Set of channels that will have all message contents encrypted when used
![Public field](media/pubfield.gif "Public field")EventTickrate The amount of times per second internal frame events will occur, examples include SyncedVar send checking.
![Public field](media/pubfield.gif "Public field")HandleObjectSpawning Wheter or not to make the library handle object spawning
![Public field](media/pubfield.gif "Public field")MaxConnections The max amount of Clients that can connect.
![Public field](media/pubfield.gif "Public field")MaxReceiveEventsPerTickRate The max amount of messages to process per ReceiveTickrate. This is to prevent flooding.
![Public field](media/pubfield.gif "Public field")MessageBufferSize The size of the receive message buffer. This is the max message size.
![Public field](media/pubfield.gif "Public field")MessageTypes Registered MessageTypes
![Public field](media/pubfield.gif "Public field")PassthroughMessageTypes List of MessageTypes that can be passed through by Server. MessageTypes in this list should thus not be trusted to as great of an extent as normal messages.
![Public field](media/pubfield.gif "Public field")Port The port for the NetworkTransport to use
![Public field](media/pubfield.gif "Public field")ProtocolVersion The protocol version. Different versions doesn't talk to each other.
![Public field](media/pubfield.gif "Public field")ReceiveTickrate Amount of times per second the receive queue is emptied and all messages inside are processed.
![Public field](media/pubfield.gif "Public field")RegisteredScenes A list of SceneNames that can be used during networked games.
![Public field](media/pubfield.gif "Public field")RSAPrivateKey Private RSA XML key to use for signing key exchange
![Public field](media/pubfield.gif "Public field")RSAPublicKey Public RSA XML key to use for signing key exchange
![Public field](media/pubfield.gif "Public field")SecondsHistory The amount of seconds to keep a lag compensation position history
![Public field](media/pubfield.gif "Public field")SendTickrate The amount of times per second every pending message will be sent away.
![Public field](media/pubfield.gif "Public field")SignKeyExchange Wheter or not to enable signed diffie hellman key exchange.
  Back to Top ## See Also #### Reference NetworkingConfiguration Class
MLAPI Namespace