# NetworkEvents Provides convenience signals for multiplayer games. Included as an autoload. Keeps track of the root *multiplayer* instance and fires signals when it changes. Using *NetworkEvents*' signals are safe even when the *multiplayer* instance changes, as the signals are updated upon instance change. Provides missing signals for server start and server stop events. ## NetworkTime When enabled, *NetworkEvents* will start [NetworkTime] when it detects that a server or a client is started. It will stop [NetworkTime], when it detects that the currently running server or client is stopped. ## Settings Settings are found in the Project Settings, under Netfox > Events: ![NetworkEvents settings](../assets/network-events-settings.png) *Enabled* toggles network events. When disabled, *NetworkEvents* will not emit any events or track the multiplayer instance. This may slightly improve performance, as it completely stops Godot from processing the *NetworkEvents* node. [NetworkTime]: ./network-time.md