# None

> No target is connected, this is only possible in a Player.

## Definition

* **Type:** Field
* **Namespace:** [UnityEngine.Networking.PlayerConnection](/engine/6000.5/script-reference/unityengine/networking/playerconnection.md)
* **Assembly:** UnityEngine.CoreModule

```csharp
None = 0
```

### Remarks

When an Editor is not connected to a Player, it will always fall back to a connection to itself.
