LimitsSystem Per-Player Spawn Limits
LimitsSystem Per-Player Limits Enforces configurable spawn limits per player with automatic tracking via ISpawnEvents. Key Features Per-player tracking via Stea…
s&box LimitsSystem: Spawn and tool limits
LimitsSystem GameObjectSystem API Reference LimitsSystem enforces configurable limits on spawning and tool usage. Maintains a per-player tracked object list pop…
s&box Ownable: Ownership tracking component
Ownable Component API Reference Ownable is a Component that tracks which Connection (player) spawned a GameObject, enabling prop protection and ownership checks…
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 GamePreferences: ConVar-based user settings with attributes
GamePreferences API Reference GamePreferences is a static class for defining user preferences using ConVar attributes with automatic persistence. Type Signature…
Player Component with Static Accessors
Player Component Main player component that manages health, damage, camera, and interfaces with the inventory system. Static Accessors Key Properties HUD Visibi…
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…
Sandbox.Log
Sandbox.Log Static logging class for console output. Overview Log messages appear in the editor console, in-game console (press ), and log files. Logging Method…
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 …
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 ClientInput: Input scope for controlled objects
Client input scope struct for routing input to controlled objects. Used by ControlSystem to redirect player input during chair/vehicle control. Static Propertie…
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…
Player Event Interfaces (Local and Global)
Local.IPlayerEvents and Global.IPlayerEvents Event interfaces for player lifecycle, damage, inventory, and camera events. Local fires to player hierarchy only; …
s&box BanSystem: Player ban management
BanSystem GameObjectSystem API Reference BanSystem holds a banlist and can ban users. Implements INetworkListener to reject banned connections. Bans are persist…
s&box ICookieSource: Cookie persistence interface
ICookieSource API Reference ICookieSource is an interface for components that want to save their properties as cookies (persistent user preferences stored in Ga…
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 (…
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…
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…
ToolMode SelectionPoint and Trace Helpers
ToolMode.SelectionPoint and Trace Helpers Helper methods and data structures for toolgun selection and placement. SelectionPoint Struct Trace Methods Placement …