# connectedToTarget

> Supplies the type of the established connection, as in whether the target is a Player or an Editor.

## Definition

* **Type:** Property
* **Namespace:** [UnityEngine.Networking.PlayerConnection](/engine/6000.7/script-reference/unityengine/networking/playerconnection.md)
* **Assembly:** UnityEngine.CoreModule

```csharp
ConnectionTarget connectedToTarget { get; }
```

### Remarks

ConnectionTarget.None could only be true from within a Player, because the Editor will always fall back to a connection to itself if no other target is connected.
