Select your preferred scripting language. All code snippets will be displayed in this language.
class in UnityEngine.Networking
Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.
CloseFor some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.
CloseDefines global paramters for network library.
The NetworkManager has a GlobalConfig instance ( NetworkManager.globalConfig ) that is used to configure the network when started by the NetworkManager.
Some of the attributes of this instance can be modified from the NetworkManager inspector UI in the editor.
ConnectionReadyForSend | Defines the callback delegate which you can use to get a notification when a connection is ready to send data. |
MaxHosts | Defines how many hosts you can use. Default Value = 16. Max value = 128. |
MaxNetSimulatorTimeout | Deprecated. Defines maximum delay for network simulator. See Also: MaxTimerTimeout. |
MaxPacketSize | Defines maximum possible packet size in bytes for all network connections. |
MaxTimerTimeout | Defines the maximum timeout in milliseconds for any configuration. The default value is 12 seconds (12000ms). |
MinNetSimulatorTimeout | Deprecated. Defines the minimal timeout for network simulator. You cannot set up any delay less than this value. See Also: MinTimerTimeout. |
MinTimerTimeout | Defines the minimum timeout in milliseconds recognised by the system. The default value is 1 ms. |
NetworkEventAvailable | Defines the callback delegate which you can use to get a notification when the host (defined by hostID) has a network event. The callback is called for all event types except NetworkEventType.Nothing.See Also: NetworkEventType |
ReactorMaximumReceivedMessages | This property determines the initial size of the queue that holds messages received by Unity Multiplayer before they are processed. |
ReactorMaximumSentMessages | Defines the initial size of the send queue. Messages are placed in this queue ready to be sent in packets to their destination. |
ReactorModel | Defines reactor model for the network library. |
ThreadAwakeTimeout | Defines (1) for select reactor, minimum time period, when system will check if there are any messages for send (2) for fixrate reactor, minimum interval of time, when system will check for sending and receiving messages. |
ThreadPoolSize | Defines how many worker threads are available to handle incoming and outgoing messages. |
GlobalConfig | Create new global config object. |
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thanks for helping to make the Unity documentation better!