s&box NetworkMode Enum and INetworkListener: Controlling Network Participation
s&box NetworkMode Enum: Controlling How GameObjects Are Networked controls how a participates in the network. Usage NetworkMode.Object The object has an owner (…
s&box PhysicalProperties: Physical property persistence
PhysicalProperties Component API Reference PhysicalProperties is a Component that persists physical properties (mass, gravity, health) across duplication and ne…
Connection API: Properties, Methods, and Common Multiplayer Patterns
The class represents a network connection (client or server). Used extensively in multiplayer for identifying players, checking permissions, and managing networ…
s&box BaseToggle: Toggle state base class
Abstract base class for toggle state with [Sync] support and event callbacks. Properties Methods Usage Inherit from this class for any component that needs a sy…
s&box ManualLink: Logical link component
ManualLink Component API Reference ManualLink is a Component that creates a non-physics logical link between two GameObjects, used by the Linker tool to group u…
s&box SaveSystem: Scene save/load
SaveSystem GameObjectSystem API Reference SaveSystem is a saving/loading system that captures the differences between the current scene state and the original s…
s&box INetworkListener: Connection interception
Interface for network connection interception. Implement to accept or reject incoming connections. Methods Usage Implement on a GameObjectSystem or Component to…
s&box ResourceLibrary: Loading and Accessing Game Resources
s&box ResourceLibrary: Loading and Accessing Game Resources (and ) provides access to all loaded resources. Loading Resources ```csharp // Synchronous get (retu…
s&box MorphState: Morph value persistence
MorphState Component API Reference MorphState persists morph values on a GameObject so they survive over the network and duplication. Type Signature Properties …
s&box Game Static Class: Core Game State and Operations
s&box Game Static Class: Core Game State and Operations The static class provides global access to core game state, utilities, and operations. Scene Management …
s&box SaveSystem: Scene save/load with metadata and event hooks
SaveSystem API Reference SaveSystem is a GameObjectSystem that captures differences between the current scene state and the original scene, enabling save/load f…
s&box ServerSettings: Replicated server-controlled settings
ServerSettings API Reference ServerSettings is a static class for server-controlled settings that are replicated to all clients. Type Signature Example Property…
s&box BanSystem: Ban list management with persistence
BanSystem API Reference BanSystem is a GameObjectSystem that manages a ban list with LocalData persistence and connection blocking. Type Signature Key Methods -…
s&box EntitySpawnerEntity: Entity spawner
EntitySpawnerEntity Component API Reference EntitySpawnerEntity is a world-placed SENT that spawns another SENT at its location. Can be triggered manually via p…
s&box ControlSystem: Chair control management
GameObjectSystem that manages chair control with seat priority sorting. Routes player input to controllable objects using ClientInput.PushScope(). Behavior Sort…
s&box UndoSystem: Per-player undo stacks
GameObjectSystem that provides per-player undo stacks with 128-step limit. Tracks GameObjects for destruction on undo. Classes PlayerStack Per-player undo stack…
Sandbox.Http
Sandbox.Http HTTP request utilities. Overview Http provides asynchronous methods for making HTTP requests to external services. GET Request POST Request JSON Re…
GameManager.Spawn RPC with Ident Parsing
GameManager.Spawn RPC Broadcast RPC for spawning entities from string identifiers with automatic weapon pickup detection. Ident Format - Spawn a prop from asset…
Global.ISpawnEvents Spawn Event Interface
Global.ISpawnEvents Interface Scene-wide event interface for listening to spawn operations. Implement on components to receive pre/post spawn callbacks. Interfa…
PlayerData Component for Stats and Respawn
PlayerData Component Persistent player data component tracking stats (kills, deaths), respawn state, and providing connection lookup. Key Properties Connection …