# Modifying Conditions Several conditions may be modified at run-time. What can be modified for each condition may vary. I encourage you to view the [API](https://fish-networking.com/FishNet/api/api/FishNet.Component.Observing.html) to see what each condition exposes. To change properties on a condition you must access the condition through the [NetworkObserver](../../../fishnet-building-blocks/components/network-observer.md) component. ```csharp // Below is an example of modifying the distance requirement // on a DistanceCondition. This line of code can be called from // any NetworkBehaviour. You may also use nbReference.NetworkObserver... base.NetworkObserver.GetObserverCondition().MaximumDistance = 10f; ``` All conditions can be enabled or disabled. When a condition is disabled it's requirements are ignored, as if the condition does not exist. This can be useful for temporarily disabling condition requirements on objects. ```csharp // The OwnerOnlyCondition is returned and disabled. // This allows all players to see the object, rather than just the owner. ObserverCondition c = base.NetworkObject.NetworkObserver.GetObserverCondition(); c.SetIsEnabled(false); // Even though we are returning ObserverCondition type, it could be casted to // OwnerOnlyCondition. ```