# Editor.EditorUtility.Network

- Kind: class
- Assembly: `Sandbox.Tools`
- Modifiers: static, abstract, sealed

## Properties

- [`Active`](/api/Editor.EditorUtility.Network/Active): True if the network system is active
- [`Channels`](/api/Editor.EditorUtility.Network/Channels): Return all of the channels on this connection. If you're the host, it should return all client connections. If you're the client, it should return empty - unless you're in a p2p session (lobby). Returns empty if you're not connected
- [`Client`](/api/Editor.EditorUtility.Network/Client): True if the network system is active and we're the host
- [`Hosting`](/api/Editor.EditorUtility.Network/Hosting): True if the network system is active and we're the host
- [`HostPrivacy`](/api/Editor.EditorUtility.Network/HostPrivacy): Determines who can join a lobby hosted from the editor. Should only be set before creating a lobby. Persists between lobbies.
- [`Sockets`](/api/Editor.EditorUtility.Network/Sockets): Return all of the sockets on this connection. If you're the host, it should return all active sockets. If you're the client, it should return empty - unless you're in a p2p session (lobby). Returns empty if you're not connected

## Methods

- [`Connect`](/api/Editor.EditorUtility.Network/Connect): Connenct to a network address
- [`Disconnect`](/api/Editor.EditorUtility.Network/Disconnect): Disconnect from the current network session
- [`StartHosting`](/api/Editor.EditorUtility.Network/StartHosting): Start hosting a lobby. If we're not already in play mode, we'll enter play mode first.
